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Planet Interactive Fiction

Monday, 05. January 2026

Renga in Blue

Adventure 751: The Footsteps of a Thousand Fairies

(Continued from my previous posts.) I’ve taken off enough of a chunk of the game to give a report, including a brand-new-for-751 section, but I’m still not yet past the “fnord” rock. (Incidentally, I’m not sure on the naming of LONG0500 above. There’s text in the November ’78 game which claims the max score is […]

(Continued from my previous posts.)

I’ve taken off enough of a chunk of the game to give a report, including a brand-new-for-751 section, but I’m still not yet past the “fnord” rock.

From Arthur O’Dwyer’s family tree of variations of Adventure.

(Incidentally, I’m not sure on the naming of LONG0500 above. There’s text in the November ’78 game which claims the max score is 500 yet typing SCORE says outright the max score is 501. Also, the commercial version of the game has been rescued off old CompuServe drives and likely should be added as another node off of LONG0751.)

I’ve picked up a few new readers recently, so now is a good time to re-explain my verb list. Verbs marked in green are understood by the game, unmarked verbs are not understood at all.

I don’t do this with every old game I play, but it helps with the particularly ornery ones. I typed every single verb in my standard list (see above) and checked if the verb was understood by the parser or not. (SWIM is understood only to say you aren’t able to swim, so I gave it a different color.)

The process looks like this:

STAB

Mumble? STAB?

HOLD

I don’t understand the word HOLD.

PLAY

Play what?

COOK

I don’t understand the word COOK.

Fortunately, there are two and only two well-defined “I don’t understand that word” prompts so there’s no ambiguity (I’ve played games where I’ve had to either outfox the parser or just give up).

For games with a low vocabulary count, this can help fish out the one unusual phrase a game might need early; even when the density is higher (like here) making the list can help suss out potential issues. For example, RUB is in even though it tends not to be used in Adventure variants (Scott Adams Adventureland, yes) so I need to remember to test it if an object seems like a magical candidate. BUILD is particularly worrisome because it means there’s likely some object that is not previously named that the player will be able to make out of parts (usually it’s a ladder or a bridge). FOLLOW is also fairly rare and not normally one I use; I can think of at least one game where the verb was required to solve a puzzle. CRAWL, KICK, and PUNCH are also worth noting.

The list can help in a “negative space” sense as well; I can tell we are not making much conversation, and SAY only serves to speak a particular word out-loud in the sense of a “magic word”.

While I was busy doing this I also realized something about the safe in the starting building.

GET POSTER

Hidden behind the poster is a steel safe, embedded in the wall.

OPEN SAFE

How?

TURN COMBINATION

I don’t understand the word COMBINATI.

TURN DIAL

I can’t make any sense out of that.

(Only the first nine letters are being used, hence COMBINATI.) I realized the way the safe operated was likely going to be by entering individual numbers on their own lines (like typing “42” just on its own). Because of this, I wondered: would it be possible to brute force the puzzle?

4

I don’t understand the word 4.

5

I don’t understand the word 5.

6

Mumble? 6?

7

“Click.”

With this method I was able to get that 7-22-34 causes the safe to open. This is not randomized. (I did find out how to find the combination properly, but only later; I’ll save it for the end of my post.)

The safe door smoothly swings open.

The safe includes a “rare book” which has a “HISTORY OF ADVENTURE (ABRIDGED)” which is long-ish and I have the entire thing as a text file here. This is the document in Adventure 501 that says the max score is 500; in this version, it adds:

Most recent additions include the great Castle of Aldor, the Elephants’ Burial Ground, Leprechaun Rock and more.

You’ll get to see the outside of the Castle in this post. In addition, I wanted to highlight:

Thanks are owed to Roger Matus and David Feldman, both of U. of C., for several suggestions, including the Rainbow Room, the telephone booth and the fearsome Wumpus.

This means the Wumpus puzzle I mentioned admiring in my last post was actually thought of by one of the people playing the game! Mainframe games were not produced in voids and often had multiple contributors; this includes Woods (of classic 350-point Adventure). In the interview with Woods made for Jason Scott’s documentary GET LAMP, he talks about this process, citing (for example) the passage that was too narrow to carry your lamp as something that was suggested by a player.

Back to the safe, it turns out to be useful to access because just like the thief in Zork (I assume he was the inspiration for this) you can have any objects you drop in the building noodled with. I don’t know if there’s a limit or a specific algorithm but the game is hard enough as it is without having to worry about items wandering from where you expect them. I blame the “tiny little green man” that kicks you while outside at the grassy knoll.

A tiny little man dressed all in green runs straight at you, shouts “Phuce!”, aims a kick squarely at your kneecap, misses, and disappears into the forest.

Speaking of “phuce”–

You’re at top of steps in back of Thunder Hole.
The only way past the wall is through a tiny locked door.

UNLOCK DOOR WITH KEY

The tiny door is now unlocked.

PHUCE

You feel dizzy…Everything around you is spinning, expanding, growing larger…. Dear me! Is the cave bigger or are you smaller?
You are on a wide ledge, bounded on one side by a rock wall, and on the other by a sheer cliff. The only way past is through a large wrought-iron door.
The door is open.

GO EAST

You are on the western shore of an underground sea. The way west is through a wrought-iron door.
A high wooden structure of vast proportions extends into the water.
The door is open.

PHUCE

You are again overcome by a sickening vertigo, but this time everything is shrinking… I mean, you are growing. This is terribly confusing!
You are at the western tip of the Blue Grotto. A large lake almost covers the cavern floor, except for where you are standing. Small holes high in the rock wall to the east admit a dim light. The reflection of the light from the water suffuses the cavern with a hazy bluish glow.
There is a small wooden boat here.
The only way past the wall is through a tiny open door.

This is back at the door where you start by growing with mushrooms, shrinking with cake, but then finding a small door to still deal with. No real logic: I was just trying all the magic words everywhere. This breaks into the grotto I dropped a picture of last time.

Manifested!

To move the boat around you need to be holding the wooden pole; I solved this puzzle “passively” by having the pole in my inventory by accident when I tried to move around in the boat. There is a hint — the wooden pole has the text “_ R O _ _ O” suggesting the word GROTTO.

ENTER BOAT

You are now sitting in a small boat.

GO EAST

You have poled your boat across the calm water.
You are on the eastern shore of the Blue Grotto. An ascending tunnel disappears into the darkness to the SE.
There is a jewel-encrusted trident here!

As I was remembering, this links together two distinct parts of the map, the outside section to the area with the “rainbow” room and the Lost River and the “too bright” corridor and the “tongue of rock” with the whiskbroom sitting there and the bat cave with the shovel. I’ve done my best to show a merging of the two sections:

In one case I simply missed an exit (near where the passage got too bright, you can go north to a ledge and find a wooden casket). The grotto connects with the shore with the trident, as already shown, plus you can go:

a.) South to a “gravel beach” where there is an “apiary” with bees; I was able to bring the flowers I found outside and distract them, revealing a treasure (a honeycomb).

You are in the Apiary. The walls are covered with colorful, intricate, flower-like patterns of crystallized gypsum.
There is an active beehive nearby. The bees hum protectively around the hive.

THROW FLOWERS

The bees swarm over the fresh flowers, leaving the hive unguarded and revealing a sweet honeycomb.

The flowers have a “!” mark but that apparently isn’t good enough to determine if something is a treasure. If you GET TREASURE and it picks the thing up then you know it counts for points.

b.) North to a “dark cove” where you can walk up a “basin” to eventually find a fountain of wine. You can climb up at the fountain to get to the place where you can find the cask. I haven’t experimented with this section and if you need to do some fancy shenanigans to safely get the cask to the wine yet.

c.) North from the trident to a “Bubble Chamber” that has a green stone. Hang out at the green stone long enough and you’ll start to feel unhealthy.

You are at a high rock on the NE side of a watery chamber at the mouth of a small brook. An unknown gas bubbles up through the water from the chamber floor. A bluish light can be seen to the southwest.
Nearby, a strange, greenish stone is glowing brightly.

I remember (from 501) this is because the stone is radioactive and needed to be stored in a special container. I’m not sure if I’ve seen the container yet.

d.) Past the radioactive stone is a “Fairy Grotto”…

You are in the Fairy Grotto. All around you innumerable stalactites, arranged in immense colonnades, form elegant arches. On every side you hear the dripping of water, like the footsteps of a thousand fairies. A small stream runs from the SW corner. A bright glow emanates from the south side of the grotto, and a steep passage descends to the east.

…and if you try to keep going, you end up down a corridor that’s too cold to walk through. I think I have seen the right item for this elsewhere but I haven’t tested it yet (you’ll see later).

Going south from the Fairy Grotto you get stopped because it is “too bright”; a similar message happens elsewhere, so this is clearly the same place being linked two ways.

That’s enough of that section. Let’s hop up to the swamp. It relates to the cloth bag that was part of the “Witt Construction Company”.

You are at the edge of an open area of wet sand. The dense foliage appears to grow thinner towards the northeast. A small sign stuck in the muck reads: “Site of Proposed Municipal Parking Lot — D.M. Witt, Contractor.”
Foul smelling gasses bubble up through the wet sand.

I decided to put construction together with the construction site to see what would happen.

As the grey powder mixes with the bubbling quicksand, the whole mixture gradually thickens to a rocklike hardness.

This opens a brand new section; going north no longer sinks you in quicksand.

First comes a ravine:

You’re in an open field on the south side of a deep ravine. South and west the land is an almost impassible swamp. To the west the ravine merges with the swamp; some distance to the east it ends abruptly at the foot of a sheer granite cliff. A dry drainage pipe six inches in diameter emerges from the base of the cliff just above the floor of the ravine.

You can go in the ravine but you can’t get out again with anything being held. This is unfortunate since the ravine has a statue (a treasure).

You are at the east end of a steep ravine, near where a drainage pipe emerges from a rock wall.
There is an ancient marble statue lying here!

Following the ravine further leads to death; I don’t know if exit is about climbing up or about surviving the “wet and treacherous” area to the west.

Ignoring the ravine, you can also go east to find a “cliff” with vines; climbing the vines reveals a rope, and for a while I thought that was that. (Incidentally note: no TIE or UNTIE on the verb list. I tried playing the flute and that didn’t cause the rope to levitate, so I don’t know how to get it to work. I assume THROW makes it happen somewhere?)

I admit my next piece of insight came from the map, but given you could buy it from CompuServe to accompany your gameplay I just consider it a “supplement”. Notice there seems to be a hole/entrance next to the vines. It isn’t there in the regular description!

You are at the foot of a towering cliff. The sheer rock face is partially obscured by thick vines growing up the cliff.

MOVE VINES

Parting the vines reveals a narrow crack in the face of the cliff.

This allows winding around the ravine, getting a “four-leaf clover” on the other side. You can also walk farther and find a lair.

You are in the lair of Ralph the Giant Centipede. The air reeks with the stench of rotting bits of flesh. Giant centipedes, in general, are not partial to visitors.
A golden fleece is lying nearby!
A giant centipede is eyeing you with a none-too-friendly look.

You can take the fleece and it is rather like taking the cloak from the Wumpus. (Incidentally, I suspect either the cloak or fleece or both protect from cold — I just haven’t had a chance to test it yet.) The centipede starts to chase:

The incensed insect is in full gear now. If you don’t move quickly, his monstrous mandibles may masticate you into murky mush!

JUMP

You are at the bottom of the ravine with a broken head.

I’ll have to play around with this later. The game is large enough that it takes a while to get items together to test a theory. Since I had the boat access I grabbed the whiskbroom and shovel and tried using them in various places, getting a hit with the broom at the “dusty room” above the Complex Junction. (This is one of the standard Crowther/Woods rooms, just it has been repurposed. Adventure 448 had a similar puzzle.)

You are in a large room full of dusty rocks. There is a big hole in the floor. There are cracks everywhere, and a passage leading east.

BRUSH

Brushing the dust from one of the larger rocks reveals some carved characters.
In the rock is carved the inscription:

In Memoriam:
John Dillinger, Liberator of the Little Man.
Died: 7-22-34.

…and that’s how you figure out the safe code if you aren’t brute forcing it. Either that, or you take a wild jump based on the Dillinger Society poster and try the death date. I wonder if anyone did that to solve the puzzle!

I’m not really “stuck”, but I have a lot of moving parts to coordinate now and I’m trying to get through without burning too much lamp power. I have five theories about the area past the chapel (“fnord”) but I need to juggle objects to get them in the right spot in order to test any of them.

Sunday, 04. January 2026

Zarf Updates

NarraScope is open for submissions

Happy New Year! NarraScope is once again calling for talks, games, and -- new this year -- experiences. NarraScope will be in Albany, NY this year (June 12-14), thanks to support from the University at Albany. As always, we will have a full ...

Happy New Year! NarraScope is once again calling for talks, games, and -- new this year -- experiences.

NarraScope will be in Albany, NY this year (June 12-14), thanks to support from the University at Albany.

As always, we will have a full weekend of talks and presentations. Last year in Philadelphia, we added the NarraScope Showcase, where people could demo games in a dedicated room and time slot. We'll be doing that again in 2026. And now also adding:

"The Experience": Bridging the Physical and Digital Worlds through Narrative

For Narrascope 2026, we are thrilled to announce a new track dedicated to narratives with the intention to blur the lines between the physical and digital worlds.

We invite you to help us explore and celebrate the future of embodied narrative. If your work tells a story by transformation between physical and digital spaces, we want to hear from you.

We are seeking projects that tell a story through a participatory experience, and are looking for creators who use technology as a way to weave narratives into the fabric of our surroundings.

What does that mean? Check out the web site. Could be AR, mixed-reality, projection mapping, interactive installations... we don't know what else. We shall find out!

Submissions for all of the above are now open. Deadline for proposals is January 31st. Go wild.

Saturday, 03. January 2026

Renga in Blue

Adventure 751: All Hope Abandon Ye Who Enter Here

(Continued from my previous post.) I’ve taken a fair chunk of the “501 content” down, although there’s a part that’s either different or I’m not remembering correctly. I’ve made a step into the 751-only-content but have only managed so far a step. To continue from last time, I had explored the outside and found the […]

(Continued from my previous post.)

I’ve taken a fair chunk of the “501 content” down, although there’s a part that’s either different or I’m not remembering correctly. I’ve made a step into the 751-only-content but have only managed so far a step.

From Personal Computing, November 1979. CompuServe was still using the MicroNET name in 1980, but eventually they were just known as CompuServe.

To continue from last time, I had explored the outside and found the usual lamp, food, keys, bottle, and keys, but also a yellow tablet, matchbox, leather sack (empty), cloth sack (with grey powder), large wooden box (empty), mushrooms, flowers, and a wooden pole. The treasures in the building go in a safe (which I don’t have the combination for) and I was stopped by a three-headed perfectly ordinary dog (which we’ll get by later), and a salt marsh/swamp area included one exit I neglected to mention last time guarded by mosquitos:

The air ahead is filled with huge mosquitos, with stingers the size of icepicks! The mosquitos haven’t yet caught your scent. Do you really want to proceed?

YES

Once the mosquitos catch your scent, it’s all over very quickly. Sheesh! You have more holes in you than a pincushion!

Arthur O’Dwyer pointed out in the comments EXAMINE works on some objects, although it doesn’t work on many of them and sometimes it works inconsistently. If you’ve opened the cloth bag at the grate, you at least see the grey powder without spilling it…

It contains:
grey powder

…but you miss out entirely on a helpful message if you don’t examine the bag while it is closed.

The label on the bag reads: “Mix with care. Property of Witt Construction Company”.

This bag is not in Adventure 501 and I have no idea how to mix it yet. Since it is a new item I presume it applies to one of the new puzzles.

At least some of the content is still identical; you can still unlock a grate to find yourself in a long west-east passage, where along the way you can pick up a cage and a rod. (The cage has a “soiled paper” this time around with a “useless” deed for a silver mine.) The bird is along the way who is spooked by the rod and you need to have dropped the rod in order to capture the bird.

The Donovan map includes the fact you can drop from the “all alike” maze which has the pirate treasure down to the bird room.

The bird then can be released to chase off the snake, making the rest of the cave wide open. This seems like a good moment to step back to the big picture.

Above is my current attempt at a “meta-map” where the “new for 501” rooms are marked in blue and the “new for 751” part is marked in green. (Please note directions are approximate, and general areas are compressed into single rooms.) For example, from the snake, there’s one small offshoot to the northeast where you can find a throne room with a crown.

You are in the private chamber of the Mountain King. Hewn into the solid rock of the east wall of the chamber is an intricately-wrought throne of elven design. There is an exit to the west.

GO EAST

You are on the east side of the throne room. On the arm of the throne has been hung a sign which reads “Gone for the day: visiting sick snake. –M.K.”
An ancient crown of elven kings lies here!

While wearing the crown in 501, there’s a sword in a stone you can pull out; you can find it by finding a “whirlpool” (it’s just past the rusty door, if you know Crowther/Woods) and diving in:

You are dragged down, down, into the depths of the whirlpool. Just as you can no longer hold your breath, you are shot out over a waterfall into the shallow end of a large reservoir. Gasping and sputtering, you crawl weakly towards the shore….
You are on a narrow promontory at the foot of a waterfall, which spurts from an overhead hole in the rock wall and splashes into a large reservoir, sending up clouds of mist and spray.
There is a narrow chimney on the east side of the promontory. Through the thick white mist looms a polished marble slab, to which is affixed an enormous rusty iron anvil. In golden letters are written the words: “Whoso Pulleth Out This Sword of This Stone and Anvil, is Rightwise King-Born of All This Mountain.”
A gleaming sword is stuck into the anvil!

Returning back to the Mountain King area:

Two of the treasures have been swapped; the “silver bars” to the north are now a “delicate lyre” and the “diamonds” found near the fissure (the same one you wave the rod to make a bridge) are now a “silver horn”. Both are used to solve puzzles I’ll show later. (I didn’t remember them straight off the bat from 501, but the fact they were treasures changed into tools gave me suspicion.) The magical bridge from Crowther/Woods is technically optional (you can reach the other side via walking a different way) but because of the addition of the Wumpus the bridge is now needed.

You are on the east bank of a fissure slicing clear across the hall.
The mist is quite thick here, and the fissure is too wide to jump.

WAVE ROD

A crystal bridge now spans the fissure.

GO WEST

You are on the west side of the fissure in the Hall of Mists.
There is a silver horn here!
A crystal bridge now spans the fissure.

The Wumpus was my favorite puzzle from 501 and I didn’t even put the solution when I wrote about the game last time.

You’re in the Cloakroom.
A lovely velvet cloak lies partially buried under a pile of loose rocks.
In the corner, a Wumpus is sleeping peacefully.

Specifically, the Wumpus doesn’t wake up until you nab the cloak, at which point it starts chasing you. You can reach a fair number of places on the map in time, but the one you want to aim for is the crystal bridge.

Normal map, not meta-map. Trying to enter the Wumpus area will sometimes randomly drop you in a dead end.

While waving the rod makes the bridge appear, waving the rod again will make the bridge disappear. A formerly “optional” puzzle is repurposed here to now be meaningful.

You’re at west end of Hall of Mists.
The Wumpus is still on your trail! And he’s getting closer!!

GO EAST

You are on the west side of the fissure in the Hall of Mists.
The Wumpus is only a few steps behind you! All this exercise is making him veerrrrry hungry!
There is a silver horn here!
A crystal bridge now spans the fissure.

GO EAST

You’re on east bank of fissure.
The Wumpus is only a few steps behind you! All this exercise is making him veerrrrry hungry!
A crystal bridge now spans the fissure.

WAVE ROD

The crystal bridge has vanished!

As the bridge disappears, the Wumpus scrambles frantically to reach your side of the fissure. He misses by inches, and with a horrible shriek plunges to his death in the depths of the fissure!

(If you aren’t familiar with the Wumpus, I give the history in my Before Adventure series. This is the most notable appearance of the Wumpus in a proper adventure game from this era.)

Some parts are near-identical but still with a change; for example, the long sequence with the troll-chasm-bear normally has the bear appeased with the food in Adventure 350, but this was changed for Adventure 501. This is one puzzle where I forgot what the solution is (I have a suspicion but I haven’t been able to test it yet).

Near the troll bridge entrance is a completely different branch which leads to new rooms starting with “Dante’s Rest”.

You’re at Dante’s Rest, on the north side of a yawning dark chasm. A passage continues west along the chasm’s edge. A decrepit natural bridge spans the chasm. A message scrawled into the rock wall reads: “Bridge out of repair. Maximum load: 35 Foonts.”

GO SOUTH

The bridge shakes as you cross. Large hunks of clay and rock near the edge break off and hurtle far down into the chasm. Several of the cracks on the bridge surface widen perceptibly.
You’re at the Devil’s Chair, a large crystallization shaped like a seat, at the edge of a black abyss. You can’t see the bottom.
An upward path leads away from the abyss.
A decrepit natural bridge spans the chasm. A message scrawled into the rock wall reads: “Bridge out of repair. Maximum load: 35 Foonts.”

I have not tested if there’s a number-of-passes through limit; there certainly is a weight limit. There’s a magic item that allows teleportation so I haven’t needed to pass through more than once.

Just up from the “Devil’s Chair” is a “Rotunda” with a telephone booth; the telephone is ringing. Try to go into the booth and a gnome will jump in before you. (I mentioned this puzzle in my writeup on 501, but I neglected to explain how it gets resolved and I don’t remember. D’oh. I used to do much more skipping around in ye olden days of the blog.) To the east of the rotunda is a brand new room (I think, at least it didn’t make my 501 map) with a Conservatory and a flute.

You’re in the Rotunda. Corridors radiate in all directions. There is a telephone booth standing against the north wall. The telephone booth is empty. The phone is ringing.
Nearby is a small plastic card.

GO EAST

You are in the Conservatory, whence the gnomes often repair to relax with a little music. On one side of the room is an old upright piano.
A delicate silver flute is lying nearby.

The card is a “MERKIN EXPRESS CARD” and does not count as a treasure and is new for 751 along with the flute. I don’t know what either is for yet. Just to compare, here’s the scene from 501:

You’re in Rotunda.

The telephone booth is empty. The phone is ringing.

ENTER BOOTH

You are standing in a telephone booth at the side of a large chamber. Hung on the wall is a banged-up pay telephone of ancient design.

The phone is ringing.

ANSWER PHONE

No one replies. The line goes dead with a faint “Click”.

I don’t know if the change in events suggests a change in how the phone operates (and if there’s a puzzle now that wasn’t here before).

The path leads farther past a “star sapphire” (just a treasure) and into an area I’ll call the Lost River section.

You land from the passage at a “Tongue of Rock” (the whiskbroom was in 501, but again I don’t remember what it was for)…

You are in a level E/W passage partially blocked by an overhanging tongue of rock. A steep scramble would take you up over the tongue, whence continues an upward crawl. There is a small hole in the north wall of the passage.
There is a small whiskbroom here.

….and to the west of here you can pass by a Bat Cave with a shovel, finally ending at a Blue Grotto with a trident; rather, the trident, the one that normally is placed elsewhere and is used to open a clam.

You are on the eastern shore of the Blue Grotto. An ascending tunnel disappears into the darkness to the SE.
There is a jewel-encrusted trident here!

From the Tongue of Rock you can proceed down to a colorfully described Green Lake Room…

You are in a low, wide room below another chamber. A small green pond fills the center of the room. The lake is apparently spring-fed. There is a narrow passage to the north.
A larger passage continues west.

…followed by a Rainbow Room; going any farther west results in it being too bright to make further progress.

You are in a very tall chamber whose walls are comprised of many different rock strata. Layers of red and yellow sandstone intertwine with bright bands of calcareous limestone in a rainbow-like profusion of color. The rainbow effect is so real, you are almost tempted to look for a pot of gold! Poised far over your head, a gigantic slab, wedged tightly between the north and south walls, forms a natural bridge across the roof of the chamber.

GO WEST

You are following a yellow sandstone path. There is a glow to the west.

GO WEST

You go a short way down the bright passage, but the light grows to blinding intensity. You can’t continue.

You can take one more passage north to the side of a river…

You are standing on a large flat rock table at the western end of Lost River Canyon. Beneath your feet, the river disappears amidst foam and spray into a large sinkhole. A gentle path leads east along the river’s south shore. Another leads sharply upward along the river’s north side.

…but let’s leave this area entirely, and jump back upstairs to show off getting by the dog.

You are in a dimly lit passage behind Thunder Hole. Etched into the rock wall are the ominous words:

You are approaching the River Styx.
Lasciate Ogni Speranza Voi Ch’Entrate.

A hideous black dog bares his teeth and growls at your approach.

PLAY LYRE

The air fills with beautiful music. The dog gradually becomes less fierce, and after a short while he lies down by the side of the cavern and falls into a deep sleep.

GO EAST

You are at the River Styx, a narrow little stream cutting directly across the passageway. The edge of the stream is littered with sticks and other debris washed in by a recent rainfall. On the far side of the river, the passage continues east.

I flailed a bit (“GO EAST: How do you propose to cross the river?”) before I realized I could just jump.

JUMP OVER RIVER

You’re on the east side of the river’s sticks.

GO EAST

You are at the top of some arched steps. On one side is a blank wall with a tiny door at the base and a shelf overhead. On the other side a westward passage leads to the sea.
The only way past the wall is through a tiny locked door.

Snrk. From here, thinking of an Alice in Wonderland reference with the tiny door, I tried EAT MUSHROOMS. (Previously, the mushrooms did nothing, but if they were going to work anywhere, here seemed like the place.)

You are growing taller, expanding like a telescope! Just before your head strikes the top of the chamber, the mysterious process stops as suddenly as it began.
You are in a low cramped chamber at the back of a small cave.
There is a shelf in the rock wall at about the height of your shoulder.
There is a tiny brass key on the shelf.
There are some tiny cakes on the shelf.

The tiny key unlocks the door, and the tiny cakes cause you to return to normal size, but the issue is the door remains tiny! So I’m not sure if I’m supposed to be adding another step to my sequence somehow so I can be not just super-grown and normal but also shrunk. (I’m pretty sure this puzzle is in 501 as-is, and I’m annoyed at my past self that I didn’t just explain the solution.)

That’s one instrument used! Let’s take care of the horn next. We’re going back to a scene that’s pretty familiar in Crowther/Woods, where you find a clam and then open it with the trident.

Rather than bothering with the clam at all, though, we’re going up:

You’re in a large room carved out of sedimentary rock. The floor and walls are littered with bits of shells imbedded in the stone. A shallow passage proceeds downward, and a somewhat steeper one leads up. A low hands and knees passage enters from the south.
There is an enormous clam here with its shell tightly closed.

GO UP

You are in an arched hall. A coral passage once continued up and east from here, but is now blocked by debris. The air smells of sea water. Your footsteps echo hollowly throughout the chamber.

BLOW HORN

As the blast of the horn reverberates through the chamber, the seemingly solid rock wall crumbles away, revealing another room just beyond. The wall was most likely worn thin by an ancient watercourse which dried up just before completely wearing away the rock.
You are in an arched hall. The remnants of a now-plugged coral passage lie to the east. The north wall has partially crumbled, exposing a large connecting hole to another room.

This is all still in 501 territory; it leads to a path down to a chapel which is a dead end.

There’s some “ruby slippers” near the church that can be worn and utilized to teleport between the rainbow room and the bridge above it (which adjoins the chapel).

You are standing on a natural bridge far above the floor of a circular chamber whose walls are a rainbow of multi-colored rock. The bridge was formed eons ago by a huge slab which fell from the ceiling and is now jammed between the north and south walls of the chamber. There is a pair of ruby slippers here.

GET SLIPPERS

Taken.

WEAR SLIPPERS

Ok

CLICK HEELS

You are in a very tall chamber whose walls are comprised of many different rock strata. Layers of red and yellow sandstone intertwine with bright bands of calcareous limestone in a rainbow-like profusion of color. The rainbow effect is so real, you are almost tempted to look for a pot of gold! Poised far over your head, a gigantic slab, wedged tightly between the north and south walls, forms a natural bridge across the roof of the chamber.

The new thing is that there are some “brambles” to the east blocking the area.

You can take a candle from the chapel and the matchbox from the start of the game (not present in 501) in order to make a fire.

You’re at the east portal of the Gothic Cathedral.

A sudden draft has extinguished your match.
A NE passage is blocked by an impenetrable thicket of sharp thorny brambles.
Deep within the brambles is growing a perfect, blood-red rose!

BURN THICKET WITH CANDLE

The dry brambles immediately catch fire and disappear in a roar of flame.

Finally this gets to the main new area of the game! The thing I’ve been waiting years to reach… except….

You are in a dull N/S passage beside a tall black rock. On the rock is chisled the outline of a four-leafed clover, under which is the inscription: “Notice: This rock fabricated from ersatz materials.”
Smoke rings curl upward from the rock.

GO NORTH

As you approach the rock, an indistinct muttering sound arises from the general area of the rock. The only word you can hear clearly is “Fnord!”
You’re on grassy knoll.

Agh! Trying to say FNORD here just gets a “snickering sound”. I don’t know if this is just a matter of repetition or finding a new magic word or blindly throwing the axe and hitting whatever is hiding behind the rock or what, exactly. It seemed like a good place to pause, though.

Just to be clear, my main obstacles going forward are:

a.) the tiny door, where I can grow to grab a key and shrink again to normal but I don’t have a way of shrinking to tiny-door size

b.) the mosquitoes at the swamp

c.) the “fnord” rock

d.) being able to rescue that “perfect, blood-red rose” before lighting the brambles (this may help resolve problem c)

There’s always the possibility of something hidden, though. I’m pretty much giving myself free use of the map and it does seem like almost everything left that’s from 751 is past that rock.

I know all this is past the tiny door and I visited it in 501, I just need to make it here.

Friday, 02. January 2026

Interactive Fiction – The Digital Antiquarian

Homeworld

This article tells part of the story of real-time strategy. The first-person shooter and the real-time-strategy game, those two genres that had come to absolutely dominate mainstream computer gaming by the end of the 1990s, were surprisingly different in their core technologies. The FPS was all about 3D graphics, as aided and abetted by the […]


This article tells part of the story of real-time strategy.

The first-person shooter and the real-time-strategy game, those two genres that had come to absolutely dominate mainstream computer gaming by the end of the 1990s, were surprisingly different in their core technologies. The FPS was all about 3D graphics, as aided and abetted by the new breed of hardware-accelerated 3D cards that seemed to be getting more powerful — and also more expensive — almost by the month. A generation of young men whose fathers might have spent their time tinkering with hot rods in the garage could be found in their studies and bedrooms, trying to outdo their peers by squeezing a little bit more speed and fidelity out of their “rigs”; in this latest era of hot-rodding, frame rate and resolution were the metrics rather than quarter-mile times and dynamometer results.

The technology behind the RTS was fairly traditional by comparison; these games relied on sprites and pixel graphics that weren’t that dissimilar in the broad strokes from the graphics of the 1980s. Running them was less a continuum — less of a question of running a game better or worse — and more a simple binary divide between a computer that could run a given game at an acceptable speed and one that could not. If you happened to be a fan of both dominant genres, as plenty of people were, your snazzy new 3D card had to sit idle when you took a break from Quake or Half-Life to fire up Command & Conquer or Starcraft.

Still, one didn’t have to be much of a tech visionary to see that the unique affordances of 3D graphics could be applied to many other gameplay formulas beyond running around and shooting things from an embodied first-person perspective. The 3D revolution offered a whole slate of temptations to RTS makers and players. Instead of staring down on a battlefield from a fixed isometric view, you could pan around to view it from whatever angle made most sense in the current situation. You could zoom in to micro-manage a skirmish in detail, then zoom out to take in the whole strategic panorama. Embracing the third dimension in graphics promised to bring a whole new dimension of play and spectacle to the RTS.  Already in 1997, RTS games like Total Annihilation and Myth: The Fallen Lords were making some use of 3D technology to bring some of those features to the table.

But it wasn’t until Homeworld, a game developed by Relic Entertainment and published by Sierra in late 1999, that an RTS went all-in on 3D, moving the battlefield from the surface of a planet to the infinite depths of space, where up could just as easily be down, or left, or right. Such an experiment was surely inevitable; if these folks hadn’t done it when they did, someone else would have soon enough. What feels far less predestined is how fully-formed this first maximally 3D RTS was, so much so that it would never be comprehensively surpassed in the opinion of some fans of the genre. This is highly unusual in game development, where innovations more typically make their debut complete with plenty of rough edges, which need a few iterations to be sanded down to friction-less perfection. Homeworld, however, was a seemingly immaculate conception, the full package of technology and design right out of the gate. It frustrated the competition by leaving them with so little to improve upon. And it did something else as well, something guaranteed to endear it to me: in an era and a genre in which narrative was widely debased and dismissed, it showed how much a well-presented, intelligent story could do to elevate a game.


The folks from Relic Entertainment who made Homeworld. Alex Garden is at center right, wearing blue jeans and a black pullover.

Most games begin with a gameplay genre: I want to make an FPS, or an RTS, or a CRPG. (Gamers do love to make an alphabet soup out of their hobby, don’t they?) But some games — including many of the most special ones — begin instead with an experience their makers wish to offer their players, then let that dictate the mechanics. It feels appropriate that Homeworld, notwithstanding its status as the canonical first 3D RTS, started the latter way, in the head of a 21-year-old Canadian named Alex Garden in the spring of 1997.

Despite his tender age, Garden thought of himself as a grizzled industry survivor, having been involved with games for five years. He had first been hired as a games tester at Distinctive Software, based right there in his hometown of Vancouver, after he met Distinctive’s founder Don Mattrick in the frozen-yogurt shop where he was working at the time. Half a decade later, he had become a software engineer at Electronic Arts Canada, the new incarnation of Distinctive, working primarily on the Triple Play series of baseball games. But Garden was a young man with big ideas, equipped with a personality big enough to sell them. He was already itching to strike out on his own and try to bring some of them to fruition.

Garden was a big fan of the old but sneakily influential 1978 television show Battlestar Galactica. One of the first pieces of media to capitalize on the craze for science fiction ignited by the original Star Wars, it was irredeemably cheesy in many respects, boasting characters with names like “Apollo” and “Starbuck” and the obligatory insufferable kid with a robot dog. But its visual effects were exceptional for the era; it offered up the most exciting pictures of combat in space that anyone had seen on a screen since its inspiration had dazzled moviegoers a year earlier. Then, too, there was a vein of myth that ran beneath all of the surface cheese to lend the show an odd sort of gravitas. Creator Glen A. Larson was a devout Mormon, and he based his semi-serialized story on that of the twelve wandering tribes of Israel, as well as the so-called Mormon Exodus, the overland trek of Brigham Young and his followers from Illinois to Utah in the mid-nineteenth century. In the show, a “ragtag fleet” of humans who look just like us seek a new home after their planet has been destroyed by the evil Cylons, a robotic race of aliens who continue to harry them even now. This new planet the humans search for is called — wait for it! — Earth, purported to be the home of a legendary “thirteenth tribe of humanity.”

You might be inclined to dismiss it all as just the usual claptrap about “ancient astronauts” and the like, one more misbegotten spawn of Erich von Däniken’s wildly popular book of pseudo-archaeology Chariots of the Gods, and I wouldn’t rush to argue with you. But to Star Wars-loving youngsters, all those portentous voiceovers gave the show a weighty resonance that even their favorite film couldn’t match. Battlestar Galactica lasted just one season on the air; its ratings weren’t terrible, but were deemed not sufficient to justify the $1 million per episode the show cost to produce. Yet it had a profound impact on some of those who saw it, both during its short prime-time run and during the decades it spent as a fixture of syndicated television thereafter. Among these people was our old friend Chris Roberts, who lifted its conceit of “World War II aircraft carriers in space” for Wing Commander, the biggest computer-game franchise of the early 1990s. And to that same list we can now add Alex Garden, who would appropriate less its surface trappings and more its deeper theme of ragtag refugees searching for a home.

To hear Garden tell the tale, the trip from Battlestar Galactica to Homeworld was a quick and logical one.

I was having a conversation with some friends about how much we loved Battlestar Galactica, and wouldn’t it be great if it was back on TV. We were also talking about how much we loved X-Wing vs. TIE Fighter, but how all you could do was pull back, pull left, and so on. So I started thinking to myself, “Wouldn’t it be great if you could have a 3D game that looked like you were watching Star Wars but had a story line like Battlestar Galactica?” And the game just came to me. Like a flash.

The idea, then, was to use 3D graphics in a different way from the norm, liberating you from a single embodied perspective and letting you roam free around and through a space battle, the way that the cameras of George Lucas and Glen Larsen were allowed to do. But at the same time, there would be more than spectacle to Homeworld. The story was key to Garden’s vision in a way that it wasn’t for most working in the RTS genre, where the single-player campaigns often seemed like mere training exercises to prepare you for the real point of the endeavor, the online multiplayer component.

Garden may have been young and unproven, but he could be very persuasive, and the blueprint for a 3D RTS that he was selling was both bracing and a fairly obvious next technological step for the suddenly ascendant genre as Warcraft II and Command & Conquer were tearing up the sales charts. On the strength of “two whiteboard presentations and no demo,” he signed a contract with Sierra On-Line, freshly pried out of the clutches of its founders Ken and Roberta Williams and ready to leave its roots in adventure games behind and go where the present-day action in gaming was. Sierra would endure a wild roller-coaster ride during the 28 months that Homeworld would spend in development, encompassing a vexed merger, a massive financial scandal, and finally another sale. Yet all of this affected Relic Entertainment, the little studio that Alex Garden founded above a nightclub in Vancouver in order to make Homeworld a reality, less than one might expect. He and the twenty or so compatriots he gathered around him just kept their heads down and kept on keeping on. Garden evinced a wisdom far beyond his years when he described his approach to leadership: “Figure out what you’re good at, assume you’re lousy at everything else, hire people to do all the things you’re lousy at, and get out of their way.”

Anyway, they had way too much to worry about in the realms of technology and design to pay much attention to corporate politics. Although most of the core gameplay concepts in Homeworld would be familiar to any RTS veteran, their implementation in 3D was uncharted territory. All past games that had tried to model space combat from an admiral’s point of view, dating back to tabletop classics like Star Fleet Battles, had struggled with the third dimension, consigned as they were to playing out on a 2D canvas. The most typical solution had been to more or less ignore the dimension of depth, to present space combat as if these were dreadnoughts floating on an ebony ocean rather than the inhabitants of an environment where up, down, left, and right were all available options at all times, and all strictly a matter of one’s current perspective on the battlefield. Needless to say, this wouldn’t do for Homeworld. How to present this three-dimensional battlefield in a way that human gamers, sad terrestrial creatures that they were, could grasp and manipulate?

They settled on an interface that stayed invisible most of the time. The screen was filled entirely with the open vista of space, through which you would ideally roam by taking advantage of one of the more baroque mice that were just starting to replace the basic two-button rodents on many new computers. You rotated the view by holding down the right button and moving the mouse; zoomed in and out using the mouse wheel; set the camera to follow a ship by clicking it with the middle button. You issued orders to your vessels by left-clicking them to select them and then right-clicking to bring up context menus — or, even better, by learning the keyboard shortcuts to the various commands. Initially, it could make for a disorienting mixture of old and new. “We found players who had very little exposure to top-down RTS games had an easier time learning the controls to Homeworld,” admits Erin Daly, lead designer of the game and the very first employee hired by Relic to join Alex Garden there above the nightclub. Once you spent some time with it, though, the interface began to seem less baffling and, indeed, the only reasonable one.

Homeworld was built as a multiplayer game first, in order to get the core gameplay working without having to think above the vagaries of artificial intelligence. Yet Alex Garden’s determination to make it a compelling, immersive fiction in addition to a place to fight with your buddies never wavered. He entrusted the world-building to a 27-year-old anthropologist, archaeologist, and part-time science-fiction writer named Arinn Dembo, the manual and the in-game script to a 32-year-old games journalist named Martin Cirulis. They made the setting and the story as rich as Garden could possibly have hoped for — in fact, far outdistancing Battlestar Galactica in detail and coherency. The eventual manual would open with 40 pages of “historical and technical briefings” in small type. At the end of the day, Homeworld may still have been a game about blowing things up in outer space, a theme handed down from the original Space Invaders, but it was going to try its darnedest to give the explosions some contextual resonance.

This isn’t to say that the story was the first thing that leaped out at the legions of eager gaming scribes who started to write about Homeworld in the magazines already more than a year before its release. And in truth it’s hard to blame them: even in its formative stages, Homeworld looked absolutely amazing, like nothing else out there. It remains a wonderland of heavenly delights for screen-shooters, presenting an endless series of striking tableaux that are each unique, because each of them stems from your game and no one else’s.





The many published previews provide us with a rare window into Homeworld’s development. Most of all, they tell us how stable the core tenets of the design remained; by the time the first journalists came through the door, all of the fundamentals of the gameplay were in place, leaving only the endless labor of refining, refining, refining. “We had the basic control scheme nailed on day one,” laughed Alex Garden later. “Ironing out the details of that basic scheme was a simple two-year task…”

The structure of the campaign is the one place where the design was overhauled in a more dramatic way. It was first envisioned as a somewhat non-linear affair that would let players literally pick their battles as they guided their fleet from star system to star system in search of home. In the end, though, this meta-game was abandoned in favor of a more standard fixed ladder of increasingly difficult scenarios. But one important twist on the standard RTS campaign formula did survive: instead of starting each scenario from scratch, researching the same technologies and building a fleet of the same old units, you would be able to take both your current tech tree and your current fleet with you from scenario to scenario. This makes a huge difference to the overall experience, about which more in a moment.

Undoubtedly the strangest outcome of the mounting hype over Homeworld was a partnership with, of all people, the venerable rock group Yes. Prior to this point, it had been game developers who had sought comparisons and collaborations with rock stars, not the other way around. In this case, however, the initial overture came from the musicians’ side. It seems that Jon Anderson, Yes’s lead singer, had decided that an association with a computer game might be a good way to promote his band’s next album. He directed his publicist to shop the idea around the industry. It was an odd avenue of promotion on the face of it, but not completely inexplicable when you thought it through. After a reign as one of the most popular progressive-rock bands on the planet during the heyday of that style in the 1970s, releasing albums where the ten-minute tracks were sometimes the short ones, Yes had managed to pull off an opportunistic transformation in the 1980s, into sleek, New Wave-inflected pop hit-makers. Alas, the 1990s had been less welcoming, seeing Yes caught between their two identities amid ever-shifting personnel lineups, awakening only indifference outside of their dwindling hardcore fan base. With their days of getting radio play long behind them, it perhaps wasn’t so unreasonable to try to capture the attention of computer gamers, whose Venn diagram was known to have a significant overlap with that of prog-rock listeners.

Jon Anderson’s inquiries eventually led him to Sierra, who passed him on to Relic Entertainment. He came out to Vancouver to spend a day looking at Homeworld and discussing the story, although it’s questionable how deeply he understood either; he “loved” the story, he later said, because “the story line was very similar to thoughts common to human beings. We’re all trying to find our way home.” But for a songwriter famous for his nonsensical lyrics (“In and around the lake, mountains come out of the sky and stand there…”), it probably didn’t matter all that much one way or the other. He patched together several shorter songs to make one long one called, appropriately enough, “Homeworld.” (“Just what keeps us so alive, just what makes us realize, our home is our world, our life, home is our world…”) “It was really all about getting people who had enjoyed Yes in the ’70s to come back,” Anderson says. And indeed, the track does feel more like fan service than a vital artistic statement, a description which can be applied to most of the band’s latter-day efforts.

One of these people doesn’t belong here: Alex Garden, center, visits Yes in the studio. Jon Anderson, left, speaks for his bandmates, who positively radiate their disinterest.

Be that as it may, “Homeworld” was the lead-off track on Yes’s album The Ladder, which was released on September 20, 1999. A demo of the game was included on the CD. When the full game shipped just a week later, it included promotional materials advertising The Ladder as “a striking return to form for the band” (the same words that would be used to describe every subsequent Yes album for the next quarter-century, as it happened). The song played over the game’s credits sequence. When all was said and done, it seems doubtful whether the odd cross-promotional strategy did much of anything for either Relic or Yes. Homeworld sold over half a million copies in its first six months; The Ladder sold rather less well.

But if the Yes song turned out to be kind of pointless, there was very little else in the game about which one could make the same statement. Homeworld is a marvel of focused design, a game which knows exactly what it wants to do and be, and achieves every one of its goals with grace and verve. I must admit that I didn’t finish it, but that says more about the player than it does about the game; as most of you know by now, I have no natural affinity or talent whatsoever for the RTS genre, and in the end I just had too many other games on the syllabus to spend any more time struggling with this one, which becomes very challenging by its middle phases.

Given how rubbish I am at the genre, I’m woefully unqualified to write in detail about Homeworld’s mechanical merits as an RTS; suffice to say that, while the learning curve is a bit steep for my tastes, Homeworld is amazingly mature for being the first of its 3D breed. What I’d like to drill down on here is something closer to my heart: the incredible extent to which it succeeds as a lived fictional experience. To my knowledge, no other RTS of its era comes close to it in this respect. Command & ConquerWarcraft I and II, even to a large degree Starcraft… all had campaigns that served more as excuses for their scenarios — or, in the case of Command & Conquer, excuses for the creators to make the deliriously campy B-movies of their dreams — than compelling fictions in their own right. Homeworld is not like that. Even once the gameplay had worn me out, I still had to see the story through on YouTube, simply because I wanted to know what would happen. There are very, very few ludic fictions, from any gameplay genre, about which I can make such a statement.

Homeworld is about a group of humans from a planet called Kharak, for whom the “ancient astronauts” theory promulgated by Erich von Däniken here on Planet Earth turned out to actually be true. For there came a point when the steady march of their science “revealed a disturbing lack of commonality between our biochemical makeup and that of most Kharakid life.” Their satellites found “unusual pieces of metallic debris in high orbit,” containing “trace elements and isotope combinations unknown on Kharak.” Finally, the remnants of an enormous interstellar spaceship were found buried beneath the surface of the planet. Amidst the wreckage there was unearthed the “Guidestone,” an artifact engraved with a map of the known galaxy, highlighting Kharak and another planet labeled as Hiigara, a word meaning “Home.”

Using knowledge scavenged from the wreckage, the Kharakids spent more than a century constructing an interstellar vessel of their own, a “Mothership” capable of carrying up to 600,000 souls, suspended in cryogenic sleep, to this lost home world of Hiigara. The Mothership is a mobile factory as well as a colony ship, able to produce more, smaller ships from mined materials. (Anyone who has ever stood within ten feet of an RTS can probably sense where this is going…) It is controlled by a neuroscientist named Karan Sjet, who has volunteered to have her own brain wired into its computer systems. Karan Sjet is you, of course.

So, the campaign is about the Mothership’s search for home. The fact that your fleet and your research progress carry over from scenario to scenario makes it feel like one seamless story, epic in a way that smacks more of Civilization than Starcraft. Major plot developments occur within the scenarios more often than between them, further breaking down the standard RTS drill of mission briefing, mission, and victory screen. Individual ships become known to you for their exploits, even as they learn to fly and fight better over time. You develop a real attachment to them in much the same way you might to, say, the soldiers you send into battle in XCOM; you’ll find yourself looking out for them, trying to minimize their exposure to danger just as any humane real-world admiral would. In my admittedly limited experience, none of these feelings are at all typical of the RTS genre.

That said, a disarming amount of Homeworld’s success as a fiction comes down to its aesthetic presentation. In a genre known for its frenetic pace, built around scenarios that are considered to have overstayed their welcome if they stretch out to more than half an hour, this game is willing to take its time, with scenarios that can take several hours to finish. Everything is slower, more stately, allowing you plenty of opportunity to… well, to simply contemplate the scene before you, to think about where you have been and where you are going. The vibe is more 2001: A Space Odyssey than Star Wars or Battlestar Galactica, weird as that may sound for a game that is ultimately still about blowing things up in space. Relic made the bold choice of building the soundtrack around moody synths, strings, and choral voicings, eschewing the clichéd heavy-metal guitar riffs and techno beats that dominated the RTS scene. The choice lends the game a timeless dignity. Its real theme song isn’t the busybody Yes tune, but rather the elegiac strains of Samuel Barber’s 1936 Adagio for Strings, the only other piece of music in the soundtrack not composed by Paul Ruskay of Vancouver’s Studio X Production Labs. Combined with the visuals, which radiate their own stately beauty, the music makes Homeworld feel like the lone adult in a genre full of screeching adolescents. Even the voice-acting is more subdued and mature than the RTS norm — no sign of Starcraft’s cigar-chomping space marines here. In a genre known for having all of its aesthetic dials set to eleven all the time, Homeworld understands that grace notes can be more affecting than power chords.

I want to tell you about what I found to be the most jaw-dropping moment of the game, but, in order to do so, I do need to spoil the first stage of the campaign just a little bit. So, if you haven’t played Homeworld, think you might want to, and want to go in completely cold, skip to just beyond the video below….

The first two scenarios of the campaign are essentially extensions of the tutorial, in which you take the Mothership on a shakedown cruise before embarking on the long voyage in search of Hiigara. In the third scenario, you return to Kharak to take the colonists aboard and make final preparations for the real odyssey. But you are greeted there with the rudest of all imaginable awakenings: your people’s return to interstellar space has activated an ancient tripwire, prompting a race of aliens known as the Taiidan to come to your defenseless planet and pound it into uninhabitability. You’re thrown into a race to collect as many as possible of the cryogenic modules holding the sleeping colonists, which have already been fired into orbit, before the attackers destroy them as well. But this happens, like almost everything else in Homeworld, at an almost paradoxically stately pace, leaving plenty of the aforementioned room for contemplation. A wind of tragedy that Aeschylus would have understood blows through the whole thing. There is no triumphant fanfare at the end, just the quiet words, “There’s nothing left for us here. Let’s go.” Wow.

Thinking back on it, I realize that I want to set Homeworld up alongside Half-Life and FreeSpace 1 and 2 as a sort of late-1990s triptych of games that dared to do more with their fictions than anyone could ever have expected of them. All three of these titles are unabashedly difficult games aimed pretty firmly at the hardcore cognoscenti, working within action-oriented genres not particularly known for their aesthetic or thematic sophistication. And yet they all found ways to make us care about what we were seeing on the monitor screen on a deeper level than that of high scores and bragging rights. They have, for lack of a better word, gravitas. Less ideally, all three make me wish I had the time to get better at their individual forms of gameplay, so I would be better equipped to experience them as they were meant to be. But even failing that, it makes me happy to know that the old Infocom ideal of “waking up inside a story” still lived on amidst the deathmatches and corporate mergers of the turn of the millennium.

If you’re an RTS fan, you owe it to yourself to give Homeworld a shot. And if you’re not… well, you should probably play at least some of it anyway, just to get a taste of its incredible audacity and uncanny beauty. Art, after all, is where you find it.



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Sources: The books Close to the Edge: The Story of Yes by Chris Welch and Game Design: Secrets of the Sages (2nd ed.) by Marc Saltzman; Computer Gaming World of September 1998 and January 2000; Sierra’s customer newsletter InterAction of August 1998 and Spring 1999;  Game Trade 23; Next Generation of August 1998; PC Zone of July 1998, February 1999, and November 1999.

Online sources include a video advertisement for Yes’s Ladder album and one dealing more directly with the “Homeworld,”Homeworld retrospective by John Beford for Eurogamer, “Games That Changed the World: Homeworld at the old Computer and Video Games site, and a tribute to Glen A. Larsen by Jim Bennett at Deseret News.

Where to Get It:Homeworld Remastered Collection at GOG.com includes the unaltered original game as a bonus, should you want to play it as people did back in 1999. And you might just want to: the remaster makes some significant gameplay changes which don’t thrill everybody.

Thursday, 01. January 2026

Renga in Blue

Adventure 751 (1980)

COME WITH ME TO COLOSSAL CAVE. WHERE MAGIC ABOUNDS AND TREASURES ARE FOUND. BID YOUR FINGERS FOLLOW YOUR COMMANDS AND I WILL BE YOUR EYES AND HANDS. YET BEWARE THE FIERY DRAGON, FOR HE KNOWS NOT WHETHER YOU ARE WIZARD OR SIMPLE CHARLATAN! HOW BEST TO CONQUER COLOSSAL CAVE? WITH DARING AND SKILL … OH […]

COME WITH ME TO COLOSSAL CAVE. WHERE MAGIC ABOUNDS AND TREASURES ARE FOUND. BID YOUR FINGERS FOLLOW YOUR COMMANDS AND I WILL BE YOUR EYES AND HANDS. YET BEWARE THE FIERY DRAGON, FOR HE KNOWS NOT WHETHER YOU ARE WIZARD OR SIMPLE CHARLATAN!

HOW BEST TO CONQUER COLOSSAL CAVE? WITH DARING AND SKILL … OH CLEVER KNAVE!

— Early 80s Adventure poster, from the CompuServe Incorporated Information Service Division

Adventure 751 has been, by my reckoning, the most sought-after variation of Crowther/Woods Adventure. It was generally available on the online portal CompuServe from nearly the beginning of the service and it disappeared when they shut down their games in the 90s. Arthur O’Dwyer started a web page in 2016 (with semi-regular updates!) dedicated to hunting down a copy.

To finish off a wild 2025 in game preservation, Arthur O’Dwyer announced the game has been found (by LanHawk, a regular amongst the comments here) and is playable.

Via eBay. You could purchase this from CompuServe. I love how they tried to contextualize this like a swords-and-sandals epic, with a goblin-esque dwarf and the trident used as a weapon. It still includes the bird-in-cage, though!

In 1958, the Electrical Engineering Department of the University of Arizona in Tucson received a donation of equipment in order to form an Analog Computer Laboratory. Analog computers deal with full electrical signals rather than 0s and 1s (think music on record vs. on computer). These could do particular computations (like differential equations) faster than digital devices of the time.

An EAI TR-20 from eBay. $7,495.00 or best offer. As the ad copy notes, “It offers up to 20 amplifiers plus components for addition, subtraction, multiplication, division, integration and generation of powers, roots, logs, antilogs, sine, cosine and arbitrary functions — in one cabinet, and available to one patch panel.”

The University of Arizona’s lab was more cobbled-together than the for-sale-new device depicted above, as they made “two small but flexible computers complete with homemade removable patchboards” to start with but quite quickly changed mission to be a hybrid laboratory. By hybrid, I don’t mean just having digital and analog computers side-by-side, but trying to make computers that use both digital and analog components. Their name officially became The University of Arizona Analog/Hybrid Computer Laboratory. Designs included the “ASTRAC I”, a “iterative differential analyzer”, “APE 1”, a “teaching aid in statistics” that followed a similar design, and an “ASTRAC II” which was now “solid state” and “ultra-fast” and was supported by both the Air Force and NASA.

ASTRAC II. Source: “All analog computing elements other than coefficient potentiometers plug directly into the rear of the shielded analog patchbay.”

(Warning: My next three paragraphs consolidate three different accounts which differ somewhat.)

Three of the students in the 1969-1970 school year were Alexander B. Trevor, John Goltz and Jeff Wilkins. The trio were discussing the possibility of starting a time-sharing company. This was a little late to the game; Dartmouth with General Electric had developed the concept in the early 60s (where a large computer could have its time split into many parts allowing for multiple computers connected; including remote connections Dartmouth had thousands) and by the time Trevor, Goltz, and Wilkins came to the idea there were other companies like Tymshare and National CSS involved.

A PDP-15 mini-computer which the lab supposedly had. Trevor claims 1969 but the machine didn’t come out until 1970.

Jeff Wilkins’s father-in-law, Harry Gard, Sr., was a co-founder of Golden United Life Insurance; at the time the insurance company was still getting their computing via other companies, but Gard was keen on Golden United having a computer of their own. The original intent was to buy a mini-computer like the PDP-15 but Goltz (who was working with Wilkins and doing the purchase through DEC) got a call that he could have a KA-10 for just “a little more” (one of the PDP-10s, a full mainframe rather than minicomputer). While Goltz was an engineer and not a salesperson, John Goltz managed to persuade the board of Golden United to part with the money for the upgrade. This enabled the computer to more feasibly do time-sharing with many customers.

After graduating Wilkins moved to Columbus (followed by Goltz; Trevor was drafted to the Army so didn’t join them until ’71) to be at Golden United’s new spin-off, CompuServe; Wilkins at the age of 27 became President. Their first developed product was LIDIS (Life Insurance Data Information System); there were plenty of life insurance companies in Columbus to sell to.

Jeff Wilkins, photo from himself via the Columbus Foundation.

The company had rapid success; by 1973 they moved to a new building, and by 1974 had not one but seven mainframes “and were using them not only to support a thriving time sharing business, but also to heat our office buildings.” CompuServe stayed with corporate clients, although Wilkins was alert to trends in personal computers; he hired his brother-in-law to track computer magazine news, given the fact most of the operations done by time-sharing could be done more easily with PCs.

One of those personal computers was the TRS-80, launching in 1977 as part of the “Trinity” with the Commodore PET and Apple II from the same year. The TRS-80 was sold through Radio Shack stores that were already well-established across the nation, but it was still difficult to move product when the concept of a personal computer was only a vague notion to many buyers. A Radio Shack manager in Columbus named Bill Louden bought one of the early models (serial model 10) as Radio Shack refused to give out demo units; his purchase became the only demo available in the Midwest and people wanting to experience a TRS-80 went specifically to Columbus, driving and even flying in.

Simultaneous to this, Wilkins was watching the new market for “modems” which connected personal computers to networks via the phone. He also had computers sitting idle by night (as businesses using them were running them during the day); since he already had the resources, it would be a straightforward matter to have a new commercial-facing venture.

Wilkins thus laid out in 1978 an idea for a new product based on European Videotex services. Videotex is its own rabbit hole that I’m not going to touch on much here; starting in the mid-70s there were experiments with turning televisions into networked services.

The important point here is that the “television as an appliance” thought process was being applied to make “computer as an appliance” and this would help interest computing to the masses. Wilkins launched a new service MicroNET (“to get microcomputer owners’ attention and suggest the power of the computer network”) and tapped the previously mentioned Midwest Computer Club for a “beta-test”.

The test service was launched for free; Bill Louden called it “a hacker’s dream” and a good way to sell modems (110 and 300 baud). Quoting Bill:

We had access to many of the DEC-10’s features, storage, and better processing power, but of most significance we had started using two programs: One was a store-and-forward messaging system, called Infoplex, which allowed us to share text message files with one another even if we were not online at the same time. The other was a modified version of a program that allowed a user to send a live one-line text message to the CompuServe system operator. Our version, modified by Russ Ranshaw of CompuServe, allowed us to send one-line live messages to each other if we saw one another online. We called it the SEND program.

It had all the regular offerings later associated with CompuServe, including games. Both Star Trek and Adventure were available (this is before Microsoft Adventure came out, so it was the original mainframe version). Eventually in the early 1979 a price structure was added: $9 startup, prime time use $12 per hour, non-prime time use $5 per hour, 300 baud more expensive as a “premium” service. Q2 revenues in 1979 were $4.2 million; this was almost a rounding error in the scheme of the business as a whole, but of course personal computers were about to hit the time-sharing companies with fatal blows.

A competitor, The Source, was launched in 1979 but “from scratch” by the entrepreneur William F. von Meister (that is, not piggybacking off an existing time-sharing business). Their main relevance to the story here is not only did they have games (the usual like Star Trek) they also tapped Dartmouth College to work on new games. (Remember these are being developed for mainframes or minicomputers, so we’re not talking about typical personal computer programmers! Hence work being drawn from colleges with access.)

I don’t have an official notice of solicitation — it may even have come via word of mouth — but CompuServe also must have had contact with mainframe/minicomputer sites in order to get their own games. A 1984 games catalog lists House of Banshi, which is simply Dungeon/Zork (“CompuServe’s rendition of the original game of ZORK.”) Dor Sageth from the catalog is another famous “lost game” which started life on an institutional computer (mentioned by Jason Scott back in 2011). Listed on page 2 is both “Original Adventure” (as the service launched with) and “New Adventure”.

In 1977, David Long went to the University of Chicago to work as a computer operator. The college had just bought two of the newest computers from DEC, the PDP-20. One was for general use by the college and the other was for specifically the Graduate School of Business; Long “tended to work 50-60 hours a week on GSB stuff”. 1977 was also the year the “standard” Crowther/Woods Adventure was finalized, and David Long was able to get a copy direct from the author:

Don was kind enough to transmit the source program to the present author in mid-1977.

As he notes, given his work schedule, and the time he spent with GSB affairs, “no one cared if I spent another 10-20 hours on Adventure”. He finished “Adventure 501” by November 1978:

You are inside a building, a well house for a large spring. Off to one side is a small pantry.

There is a shiny brass lamp nearby.

There is a leather sack here.

Taped to the wall is a faded poster.

READ POSTER

The poster has a picture of a thin man with a long white beard. He is wearing a high pointed cap embroidered with strange symbols, and he is pointing a finger at you. Below the picture are the words: “I want you!–To report all good ideas for extensions to this game to me without delay. Remember: ask not what ADVENTURE can do to you; ask what you can do for ADVENTURE.”

“A public service of the John Dillinger Died for You Society.”

A safe is hiding behind the poster. Found treasures get dropped in the safe rather than on the ground.

The John Dillinger Died For You Society was a spoof group made in 1966 at the University of Texas meant to parody Elvis fan groups and “Jesus Died For You” signs.

I’ve played Adventure 501 before; a version had been available for some time (with the mysterious addition of a spider, which isn’t Long’s). The archive LanHawk extracted also includes the authentic ’78 version of Adventure 501, so I was able to cross-check with what I already played.

Further expansions eventually led to a “version 6” in January of 1980, including a new area as well as an “improved syntax parser”. (More on the parser later.) An in game “billboard” gives version updates:

( 19-Jan-1980 ) Congratulations to Robert Silverman, the first adventurer to set foot in the Courtyard of Aldor’s Castle.

( 25-Feb-1980 ) Adventurers may now enter the Castle Keep, although construction continues within. Some scoring bugs have been fixed.

Who will be first to discover the secret of the black bird?

( 3-Mar-1980 ) There is a slight bug on the perfume. For full score, you must drop it somewhere, look, and take it again.

( 7-Mar-1980 ) 6.04 is released. Expansion of the castle continues — it is far from complete. Several unique new features and puzzles have recently been designed and are now being implemented.

The format of most hints has been altered. I hope you agree that the new hints are more in keeping with the flavor of the game.

The game I’m referring to as “Adventure 751” seems to have been entirely wrapped up by the end of the school year. Sometime before the end of the calendar year Long sold the game to CompuServe for “a thousand dollars”. (As they used the PDP-10/20 like Long did, no conversion work was needed and they could run the executable without compilation.) Long seems to have been somewhat protective of his source code so distribution past that point was relatively minimal, although he did give source copies of both 501 and 751 to the Illinois Institute of Technology. (See, comparatively: Woods and his regret freely sending out Adventure 350 to anyone who asked, making it so that when he wrote “v2.0” he was much more careful who had access.)

The parser is “improved” over both Adventure 350 and Adventure 501. There is some sense of trying to “outdo Zork”. (See relatedly: Warp bragging about its own system, and Synapse Software calling their system BTZ or “Better Than Zork”.) Quoting Long:

…Dungeon (Zork) and Adventure-6 were developed almost completely independently. The advanced parser, the object containment facility, and virtually all the game puzzles were designed and implemented prior to our receiving any version of Dungeon. With all due modesty (none), I will point out that Adventure’s containment facility is at least as powerful as Dungeon’s, if not more so, since Adventure’s facility permits searching for contained objects in open containers down to any desired level of containment. Further, the parser permits a few constructs not currently permitted in Dungeon (at least in the version we have at U.C.), such as permitting any number of objects (up to some limits imposed by compiled array sizes) to be specified following transitive verbs. In addition, Adventure’s parser can handle multiple verb constructs such as “GET AND THROW AXE” properly. Finally, Adventure’s parser is slightly better about doing the right things with the various applications of the group words “ALL” and “TREASURES”. A planned enhancement for Release 7 will permit such constructs as “PUSH ALL OF THE BUTTONS” or “TAKE BOTH SACKS”, etc.

GET AND THROW AXE is uncommon even in modern parsers. Trying to GET AND THROW BREAD in Savoir-Faire (2002) gets the response “You can’t see any such thing.”

Dennis Donovan (of CompuServe) made a map in November of 1980 which Arthur O’Dwyer scanned in high resolution with some image cleanup by James Lindell Dean, so I’m going to use it to illustrate the journey.

Arthur tested the build with a walkthrough that has been around for a while to confirm this is indeed the “real” Adventure 751; I’m going to play it normally. I am re-mapping the 501 content although I am allowing myself to look at my old posts if I need to; you can also squint at a blurry version of my 501 map where the blue rooms are extensions to Adventure 350.

You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.

GO EAST

You’re in a flat circular clearing surrounded by dense forest. Not far away is a helicopter. Its engine is idling slowly. Several jac-booted Orcs are standing guard around the aircraft.

Going east normally enters the building. Unexpected! Trying to enter gets a message about needing a flight pass.

The building is still there, but you need to use the command IN to enter, and then can go IN again to get in farther.

You are inside a building, a well house for a large spring. Off to one side is a small storeroom.
There is a shiny brass lamp nearby.
There is a leather sack here.

Taped to the wall is a faded poster.
There is a small matchbox here.

IN

You’re in the caretaker’s storeroom.
A yellow pill-shaped tablet, as large as a doughnut, lies nearby.
There are some keys on the ground here.
There is food here.
There is a bottle of water here.

Helpfully, the leather sack works as a container; keep in mind this is not a two-word parser so to operate it you need to use PUT X IN SACK. In fact, it works with multiple items at once. That is…

PUT TABLET AND KEYS AND FOOD AND BOTTLE IN SACK

…will take care of scooping up all four.

Other than the helicopter pad being different, and a slightly different building layout, there’s a new object at the grate that goes into the cave:

You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression.
There is a large cloth bag lying nearby.
The grate is locked.

The cloth bag is full of grey powder and if you EMPTY BAG it will scatter all over the place and you won’t be able to pick it up again: “Grey powder has been strewn all about.” I assume this is a softlock, simply from checking what’s inside the bag. (Crowther/Woods really was polite when it came to softlocks. It had the vase breaking when you dropped it, ruining a treasure, but the structure of the game was such that getting all the treasures was an aspirational goal rather than a requirement for having a satisfying playthrough. The various extensions, including the one from Woods himself, often were not so careful. You could eat the food early in Crowther/Woods rather than give it to the appropriate creature, but there’s a built in expectation that EAT FOOD is going to remove it from the object list; just checking what’s inside a container doesn’t suggest such a drastic change.)

I’m not going to go underground at all during this session but rather stay outside. The forest, rather than being a method to steer the player back to the caves, includes a “billboard” (as seen earlier, also in the image above) and a castle in the distance.

You are in open forest, with a deep valley to one side. Not far off is a large billboard.

GO NORTH

You are standing behind a large billboard on a ridge above a deep valley. To the north, the forest gives way to dense swamp and then to open flatlands. Far beyond, the land rises sharply towards the impassible Misty Mountains. Nestled at the base of a distant cliff are the stone turrets of a tall white castle.

The outdoors keeps going. At least some of this area I recognize from 501, although it goes a little farther than that game did.

Going west of the building leads to a “dense forest” with some mushrooms…

You are in dense forest, with a hill to one side. The trees appear to thin out towards the north and east.
There are some oddly-colored mushrooms here.

GO WEST

You are at the high point of a wide grassy knoll, partially surrounded by dense forest. The land rises to the south and east, and drops off sharply to the north and west. The air smells of sea water.

…and a sandy beach. The beach includes a “large wooden box” (the box is empty) where you can go up to find an Ocean Vista with some flowers, the first treasure I’ve found.

You’re on sandy beach.
A large wooden box has washed up on the shore.

GO NORTH

You are at a jumble of large broken rocks and blackened shoals.
A gentle path leads up to the top of the nearby cliffs. A narrow treacherous path disappears among the rocks at the foot of the cliff.

GO UP

You are on a high cliff overlooking the sea. Far below the rolling breakers smash into a jumble of blackened shoals. The thunder of the surf is deafening.
There are some beautiful flowers here!

The “blackened shoals” are incidentally a University of Chicago in-joke created by a friend of Long’s (Eric Weber); it refers to the professors Black and Scholes who made a famous mathematical model for financial markets. There’s an entire hour-long documentary called Trillion Dollar Bet about it (“this solved the ancient problem of risk and return in the stock market”); it is blamed for more than one market crash, including Black Monday from 1987.

This is also the location I remembered something very cruel from Adventure 501 that carries over here. Original Crowther/Woods had a limited number of “random” exits that could sometimes go somewhere else (north goes to a different forest than the normal exit, for instance); other authors basing their games off Adventure sometimes ran with this (even affecting home games, like in Phantom’s Revenge). Going north from the shoals will sometimes go to the cliff already seen, and sometimes it will go to a new room altogether. Back when I played 501 I only found the new room by referring to the CompuServe map!

You’re at blackened shoals.

GO NORTH

You are at Thunder Hole, a funnel shaped cavern opening onto the sea. The noise of the surf pounding against the outer rocks of the cave is amplified by the peculiar shape of the cave, causing a thunder-like booming sound to reverberate throughout the cave. Outside, a narrow path leads south towards some large rocks.

GO EAST

You are in a dimly lit passage behind Thunder Hole. Etched into the rock wall are the ominous words:

You are approaching the River Styx.
Lasciate Ogni Speranza Voi Ch’Entrate.

A hideous black dog bares his teeth and growls at your approach.

I do not remember the method for getting by the dog. I assume I need to go underground first. (I’m pretty sure all of this is 501 territory, though.)

If instead of heading west to the beach you head north from the mushrooms/grassy knoll, you arrive at some “salt flats”.

You’re on grassy knoll.

A tiny little man dressed all in green runs straight at you, shouts “Phuce!”, aims a kick squarely at your kneecap, misses, and disappears into the forest.

GO NORTH

You are at the edge of a trackless salt marsh. Tall reeds obscure the view. In the mud is the partial word “-RO–O”. The missing letters have been washed away by the tide.
A wooden pole has been stuck in the mud here.

I’m not sure what the tiny man is about, yet. Saying phuce gets the response “nothing happens.”

The salt flats are a maze that lead up to a swamp which is just a continuation of the maze.

Notice there’s a.) two “dead end” rooms which aren’t really dead ends and b.) one “death exit” from one of the swamp rooms which just kills you for going a particular direction (“You’ve wandered into a quicksand pit and drowned.”). Neither of these are polite and neither of these are used in Crowther/Woods (you could die walking in the dark by falling in a pit, but this was well-telegraphed by the game).

You are at the edge of an open area of wet sand. The dense foliage appears to grow thinner towards the northeast. A small sign stuck in the muck reads: “Site of Proposed Municipal Parking Lot — D.M. Witt, Contractor.”
Foul smelling gasses bubble up through the wet sand.

This room has multiple death-exits, which is obnoxious given the restore-a-save procedure (where you need to decline resurrection, leave the game, restart the game, decline instructions, RESUME to load as save, confirm you are loading a save game, and then finally type what you named the save). I think this is all a dead end although I haven’t checked every exit as of yet (see: obnoxious restore-a-save procedure).

I believe from here I’ll need to plunge underground, so this seems like a good place to pause for now since I know that’s going to open things wide up. Happy 2026!

(If you still haven’t read it, be sure to check out Arthur O’Dwyer’s post; he is planning a follow-up which hacks a bit more at the data. Also thanks to Ethan Johnson for some source assistance.)


My So Called Interactive Fiction Life

sharpee - npm beta release

It took all night to get it right (I'm new to npm publishing), but a beta version of Sharpee is now available:npm install @sharpee/sharpee@betaThis is a standalone release of the primary eleven packages authors will use to develop stories, though the current text-service and

It took all night to get it right (I'm new to npm publishing), but a beta version of Sharpee is now available:

npm install @sharpee/sharpee@beta

This is a standalone release of the primary eleven packages authors will use to develop stories, though the current text-service and CLI runners are very rudimentary.

What's there?

Core, if-domain, world-model, if-services, event-processor, text-services, text-service-template, lang-en-us, parser-en-us, stdlib, engine, and sharpee.

There are README.md files in the npm registry and of course in the github ChicagoDave/sharpee repo.

What's missing?

A working client and text-service. This has been the last thing on my to do list. Now we're back to working on the port of mainframe Zork.


Take All and More

Updated: Jan 2, 2026Even though I had designed and implemented a robust grammar and parser system for Sharpee, many standard use cases were not implemented. In the process of porting mainframe Zork, the grammar for INCANT x y (raw text in both cases) exposed a severe weakness in my

Updated: Jan 2, 2026

Even though I had designed and implemented a robust grammar and parser system for Sharpee, many standard use cases were not implemented. In the process of porting mainframe Zork, the grammar for INCANT x y (raw text in both cases) exposed a severe weakness in my alpha grammar definitions.

Note: for the uninitiated, INCANT was an old mainframe Zork cheat that allowed you to jump to the end game.

So ADR-080 was created to address this issue and take a pause on the DUNGEO work. ADR-082 added typed slots and slotted types to expand parsing capabilities.

We implemented some features like replacement variables using colons (:argument) and greedy parsing using an ellipse (:start... to :end).

Sharpee Grammar Reference

Pattern Action Notes
go :direction going With direction constraint
north, south, east, west going Cardinal directions
northeast, northwest, southeast, southwest going Diagonal directions
up, down, in, out going Vertical/portal directions
n, s, e, w, ne, nw, se, sw, u, d going Abbreviations
look looking Intransitive
l looking Abbreviation
look [around] looking Optional word
examine :target examining Visible scope
x :target examining Abbreviation
look at :target examining
look [carefully] at :target examining_carefully Optional modifier
search [carefully] searching Optional modifier
search :target searching Visible scope
look in|inside :target searching Alternation
look through :target searching
rummage in|through :target searching
take :item taking Portable visible items
get :item taking Synonym
pick up :item taking Two-word verb
take all taking All portable items
take all but :item taking Excludes specified
take :item and :item taking Multiple items
drop :item dropping Carried scope
put down :item dropping Two-word verb
drop all dropping All carried items
drop all but :item dropping Excludes specified
put :item in|into|inside :container inserting Multiple prepositions
insert :item in|into :container inserting
put all in :container inserting All carried items
put :item on|onto :supporter putting Supporter scope
hang :item on :hook putting Higher priority
put all on :supporter putting All carried items
remove :item from :container removing
remove all from :container removing All from container
open :door opening Openable constraint
close :door closing Openable constraint
open :container with :tool opening_with With instrument
turn on :device switching_on Switchable constraint
switch on :device switching_on
turn off :device switching_off
switch off :device switching_off
lock :door with :key locking With instrument
unlock :door with :key unlocking With instrument
push :target pushing Touchable scope
shove :target pushing Synonym
move :target pushing
pull :target pulling
drag :target pulling Synonym
give :item to :recipient giving Animate constraint
give :recipient :item giving Inverted order
offer :item to :recipient giving Synonym
show :item to :recipient showing
show :recipient :item showing Inverted order
throw :item at :target throwing
throw :item to :recipient throwing
attack :target attacking
attack :target with :weapon attacking With instrument
cut :object with :tool cutting
dig :location with :tool digging
take :item from :container with :tool taking_with Triple slot
say :message... saying Greedy text slot
say :message to :recipient saying_to
shout :message... shouting Greedy text slot
whisper :message to :recipient whispering
tell :recipient about :topic telling
ask :recipient about :topic asking
write :message... writing Greedy text slot
write :message... on :surface writing_on Bounded greedy
touch :target touching Touchable scope
feel :target touching
rub :target touching
pat :target touching
stroke :target touching
poke :target touching
prod :target touching
smell :target smelling
listen listening Intransitive
listen to :target listening
read :target reading Visible scope
peruse :target reading
study :target reading
eat :item eating
drink :item drinking
wear :item wearing
put on :item wearing
take off :item taking_off
remove :item taking_off When worn
enter :target entering
get in|into|on :target entering
exit exiting Intransitive
get out|off exiting
climb :target climbing
sleep sleeping
inventory inventory
inv, i inventory Abbreviations
wait waiting
z waiting Abbreviation
save saving
restore restoring
restart restarting
quit, q quitting
score score
version version
help help
about about
trace author.trace Debug command
trace on|off author.trace
trace parser on|off author.trace
trace validation on|off author.trace
trace system on|off author.trace
trace all on|off author.trace

Pattern Syntax Legend

Syntax Meaning
:slot Entity slot (noun phrase)
:slot... Greedy text slot (captures rest of input)
[optional] Optional word
word1|word2 Alternation (either word)
visible() Must be visible to player
carried() Must be in player inventory
touchable() Must be reachable
matching({...}) Must have specific traits

Slot Types (ADR-080, ADR-082)

Entity Slots (Default)

Standard slots resolve to game entities via scope constraints.

grammar.define('take :item')
  .where('item', scope => scope.visible().matching({ portable: true }))
  .mapsTo('if.action.taking')
  .build();

Text Slots (ADR-080)

For commands that take raw text instead of entity references.

Method Syntax Behavior
.text(slot) :slot Captures single token as text
(greedy) :slot... Captures all remaining tokens as text
// Single text tokens
grammar.define('incant :word1 :word2')
  .text('word1')
  .text('word2')
  .mapsTo('dungeo.action.incanting')
  .build();

// Greedy text capture
grammar.define('say :message...')
  .mapsTo('if.action.saying')
  .build();

// Access in action:
const message = context.command.parsed.textSlots?.get('message');

Instrument Slots (ADR-080)

Mark a slot as a tool/weapon for the action. The resolved entity is available via context.command.instrument.

grammar.define('attack :target with :weapon')
  .where('target', scope => scope.visible())
  .instrument('weapon')
  .mapsTo('if.action.attacking')
  .build();

// In action code:
const weapon = context.command.instrument?.entity;

Typed Slots (ADR-082)

Built-in slot types for common value types. These are universal and always active.

Slot Type Builder Method Example Output
NUMBER .number(slot) turn dial to 29 { type: 'number', value: 29 }
ORDINAL .ordinal(slot) take first key { type: 'ordinal', value: 1 }
TIME .time(slot) wait until 10:40 { type: 'time', hours: 10, minutes: 40 }
DIRECTION .direction(slot) go north { type: 'direction', canonical: 'north' }
MANNER .manner(slot) carefully open { type: 'manner', word: 'carefully' }
QUOTED_TEXT .quotedText(slot) say "hello" { type: 'quoted_text', text: 'hello' }
TOPIC .topic(slot) ask about the war { type: 'topic', words: ['the', 'war'] }
// Number slot
grammar.define('turn dial to :n')
  .number('n')
  .mapsTo('dungeo.action.set_dial')
  .build();

// Access in action:
const dialValue = context.command.parsed?.typedSlots?.get('n');
if (dialValue?.type === 'number') {
  const position = dialValue.value;
}

Vocabulary Slots (ADR-082)

Context-aware vocabulary categories for story-specific words. Only active when context predicate passes.

// Define vocabulary (story initialization)
const vocab = world.getVocabularyProvider();

vocab.define('panel-colors', {
  words: ['red', 'yellow', 'mahogany', 'pine'],
  when: (ctx) => ctx.currentLocation === insideMirrorId
});

// Use in grammar pattern
grammar.define('push :color panel')
  .fromVocabulary('color', 'panel-colors')
  .mapsTo('dungeo.action.push_panel')
  .build();

// Access in action:
const colorMatch = context.command.parsed?.vocabularySlots?.get('color');
const color = colorMatch?.word;

Multi-Object Commands (ADR-080)

The parser detects "all", "but", and "and" patterns automatically in entity slots.

// "take all"
{ directObject: { text: "all", isAll: true } }

// "take all but sword"
{ directObject: { text: "all", isAll: true }, excluded: [{ text: "sword", entity: ... }] }

// "take knife and lamp"
{ directObject: { text: "knife and lamp", isList: true, items: [...] } }

Consecutive Slots

For patterns like give :recipient :item where slots are adjacent, the parser uses constraint-aware consumption to find entity boundaries.

Pattern Type Example Strategy
Literal delimiter put :item in :container Greedy until delimiter
Consecutive slots give :recipient :item Constraint-aware, shortest match

Command Chaining (ADR-080)

Commands can be chained with periods:

> take sword. go north. drop sword.

Commas split only when followed by a known verb:

> take knife, lamp, sword     → List: take [knife, lamp, sword]
> take knife, drop it         → Chain: take knife; drop it

MANNER Slot and Intention (ADR-082)

The MANNER slot captures adverbs that affect how actions are performed.

Built-in manner adverbs: carefully, quietly, quickly, slowly, forcefully, gently, loudly, softly, cautiously, boldly, stealthily

// Pattern with optional manner
grammar.define(':manner? open :target')
  .manner('manner')
  .entity('target')
  .mapsTo('if.action.opening')
  .build();

// In action:
const manner = context.command.intention?.manner;
if (manner === 'carefully') { /* less noise */ }

IParsedCommand Interface

interface IParsedCommand {
  actionId: string;
  structure: CommandStructure;
  directObject?: INounPhrase;
  indirectObject?: INounPhrase;
  textSlots?: Map<string, string>;
  instrument?: INounPhrase;
  excluded?: INounPhrase[];
  typedSlots?: Map<string, TypedSlotValue>;
  vocabularySlots?: Map<string, VocabularyMatch>;
}

interface INounPhrase {
  text: string;
  entity?: IFEntity;
  isAll?: boolean;
  isList?: boolean;
  items?: INounPhrase[];
}

  • ADR-080: Grammar Enhancements for Classic IF Patterns
  • ADR-082: Context-Aware Vocabulary and Extended Grammar Slots
  • ADR-054: Semantic Grammar
  • ADR-036: Parser Contracts
  • ADR-043: Scope and Implied Indirect Objects

Wednesday, 31. December 2025

Zarf Updates

Adorable little games that you should just go play

It's the last day of the year. I can squeeze in one more post, right? If I keep it short. I can keep it short. Here's some little games that I don't need to say a lot about. Despelote Many Nights a Whisper Keeper (Don't worry, I have the big ...

It's the last day of the year. I can squeeze in one more post, right? If I keep it short.

I can keep it short. Here's some little games that I don't need to say a lot about.

  • Despelote
  • Many Nights a Whisper
  • Keeper

(Don't worry, I have the big IGF review post queued up for January. As soon as the finalists are announced.)


Despelote

  • by Julián Cordero and Sebastián Valbuena -- game site

In 2002, Ecuador qualified for the FIFA World Cup for the first time ever. Julián Cordero remembers what it was like.

This is impressionistic, personal, audio-vérité. You're a kid kicking a football around town. Picnickers yell at you. Older kids laugh at you. Sometimes you play a football game on the Nintendo. Your parents are mostly busy running their video rental store.

It's "Where did you go? Out. What did you do? Nothing." except in Quito with FIFA fever.

(Also, second game I've played this month that uses janky photogrammetry to great effect. Take that, realism!)

Many Nights a Whisper

In some reclusive corner of the Mediterranean, everybody's happiness depends on one young athlete with a slingshot. Hit the target, light the torch -- everybody's wishes come true. Don't miss. One shot. No pressure.

You do get to practice, though. And your sling is strung with the gifted braids of the islanders as they tell you their wishes. Accept or reject the wishes. What do people want? What do you want? Just play it; you'll get the idea.

I will say that the final shot pulled me somewhat out of the story. Not because of the uncompromising all-or-nothingness -- that was fine. No, it was because I found myself lining up my shot with in-game polygons and the frame of my monitor. I was trying to work the game engine rather than the game. Oh well.

The protagonist's inner monologue, and their dialogue with the Mentor, is pretty hilarious.

Keeper

An ambulatory lighthouse and their vulture/parrot/griffin buddy go on a quest.

The adventure part of this is light-weight, almost pro-forma. It's all about the environment and the animation and the visual imagination. It's a joyously weird world: alive, probably post-apocalyptic, bustling with weird little dudes. A tonal palette of wonders. Even the underworld (underworlds plural) (this game may break a record for "wake up on abyssal trash-heap" story beats) are eerie without being horrific. I think if you were human, the game would be horror. But you're not.

It's very physical, is what it is. Not like Baby Steps, but your spider-lighthouse-legs are short and clumsy, and that is the shape of your experience. Until... Well, there's a lot to discover.

The best comparison I can make is Jusant. (Climbing quest on a post-civ coral-reef mountain.) But that game was weighed down with narrative journals. Keeper is cheerfully wordless. Also, the magical space (shrimp-) whales cooperate with you, rather than flying off to save the world with their ineffable whaleness. Like I said about the last Double Fine game I played: teamwork is the sign of the times.


Renga in Blue

All the Adventures, All of 2025

Congrats, you survived 2025! (Mostly. As of this writing, still a little time left.) I’ve already done a review roughly mid-year because I “finished” 1982; you can read about that at All the Adventures up to 1982 in Review. For 2025 as a whole I managed to write about 85 games. This includes some older […]

Congrats, you survived 2025! (Mostly. As of this writing, still a little time left.)

I’ve already done a review roughly mid-year because I “finished” 1982; you can read about that at All the Adventures up to 1982 in Review.

For 2025 as a whole I managed to write about 85 games. This includes some older ones that I’ve been able to loop back to: Kim-Venture where an entire adventure somehow fits on a 6-character display (one that had been on my queue for a while but had been giving me technical difficulty). SVHA Adventure was newly-discovered by the efforts of Robert Robichaud (and is one game I might come back to, as the no-save-game aspect combined with extremely deadly dwarves made it too hard to finish).

I also looped back to 1980 for The Troll Hole Adventure, which was one of my most popular posts due to a combination of the funny title and the bizarro Interact computer.

1981 was re-visited with the unusual first person adventure The Maze, the designed-from-another-universe Tiny Adventure (with a very long historical backstory), the historical oddity Citadel (from a Danish author, but written in English) and the children’s game Deliver the Cake.

1982 is where things get out of hand. I’ll point to Arsène Larcin (a French game from Quebec) and The Hobbit (with a large slice of Australian history) as being popular before I broke to 1983, although after the break I also ended up getting to Skatte Jagt (first Danish adventure), Fairytale (a “children’s game” written for a competition), Takara Building Adventure Part 1 (one of the earliest Japanese adventures) and Pillage Village (an undocumented Apple II game that slipped the net where one of the authors went on to write for Origin).

(The reason I can miss a game varies a lot. In general I take the existing lists of games from Mobygames and CASA and then supplmenet them with a lot of research, but any games that aren’t on either of those sources at the time I start the year can easily go missing. For the games above, Skatte Jagt didn’t have a year attached until I puzzled it out, Fairytale I had on a different year due to the original being lost, Takara was a “lost game” only recently dumped, and Pillage Village simply slipped the net and is still only available in a “warez” version.)

Finally, I did get to a fair number of 1983 games, like the wildly ambitious Ring Quest which includes all of the Lord of the Rings on one giant map, The Palms which was the first Japanese adventure solely available on disk, Ringen which was another lost game (more Tolkien, but in Norwegian), The Dark Crystal which adapted the movie (and I give the history of the movie and game simultaneously), Puzzle Adventure which was all about Japanese wordplay combined with ancient poetry, Madhouse which was a “fangame” for the Deathmaze 5000/Asylum series nobody even remembered existed, and Valley of the Kings which was (again) thought long-lost.

Happy New Year and all that.

There’s quite a few more games (and histories about the games) than that and I’d recommend checking the All the Adventures list if you’ve built up a reading backlog.

(Random survey question: how do people read my blog anyway? I test any new posts on both computer and on phone, and I also test things on Reader.)

As far as what’s coming up for 2026 goes, it’s hard to say with my schedule, as people keep discovering things. Loosely, I know I have (not in this order)

  • a completely unknown and gigantic game recovered from a Data General drive with the scale/scope of Warp/Ferret
  • another “contest” game like Krakit and Alkemstone, but this time where it’s real buried treasure and the treasure is still out there
  • The Coveted Mirror
  • Twin Kingdom Valley
  • At least five Japanese games (I’m now up to ~50 for 1983 based on my research so I need to keep playing them regularly)
  • And one thing I’m keeping under my hat until the time comes.

My deepest thanks to everyone who contributed comments and helped in other ways. The idea of the blog being a collaborative effort was baked into the very title, so I appreciate all of you.


My So Called Interactive Fiction Life

ESBuild Complete

In order to truly dog-food a platform like this, you eventually have to build it into one package "sharpee.js" and then develop against that package.This was just achieved:=== Bundling Sharpee === Building Sharpee packages... Scope: 12 of 22 workspace projects packages/core build$ tsc packages/core build:

In order to truly dog-food a platform like this, you eventually have to build it into one package "sharpee.js" and then develop against that package.

This was just achieved:

=== Bundling Sharpee ===
Building Sharpee packages...
Scope: 12 of 22 workspace projects
packages/core build$ tsc
packages/core build: Done
packages/if-domain build$ tsc
packages/if-domain build: Done
packages/world-model build$ tsc
packages/lang-en-us build$ tsc
packages/lang-en-us build: Done
packages/world-model build: Done
packages/event-processor build$ tsc
packages/parser-en-us build$ tsc
packages/if-services build$ tsc
packages/if-services build: Done
packages/parser-en-us build: Done
packages/event-processor build: Done
packages/stdlib build$ tsc --build
packages/text-services build$ tsc
packages/stdlib build: Done
packages/text-services build: Done
packages/engine build$ tsc
packages/engine build: Done
packages/transcript-tester build$ tsc
packages/sharpee build$ tsc
packages/sharpee build: Done
packages/transcript-tester build: Done
Bundling with esbuild...

  dist/sharpee.js      1020.7kb
  dist/sharpee.js.map     1.6mb

⚡ Done in 6512ms
Generating type declarations...

=== Bundle Complete ===
Output: dist/sharpee.js (1021K)

Testing load time...
Bundle loaded in 140ms

The sharpee package loads in 80ms, which makes development and testing fly.

The port of DUNGEO is proceeding quickly.

Target: Mainframe Zork 616-point version
Current Progress: 144/~190 rooms (76%), 500/616 treasure points (81%)

Monday, 29. December 2025

My So Called Interactive Fiction Life

GDT and Testing

In order to test the port of Dungeon (mainframe Zork) to Sharpee, I obviously needed a testing infrastructure. I had already implemented a transcript system that allows the author to create .transcript files and run the test harness. This is the transcript file for the mailbox:title: Mailbox and Leaflet

In order to test the port of Dungeon (mainframe Zork) to Sharpee, I obviously needed a testing infrastructure. I had already implemented a transcript system that allows the author to create .transcript files and run the test harness. This is the transcript file for the mailbox:

title: Mailbox and Leaflet
story: dungeo
description: Test opening mailbox and reading the leaflet

---

# Examine the mailbox
> examine mailbox
[OK: contains "small mailbox"]
[EVENT: true, type="if.event.examined"]

# Open the mailbox
> open mailbox
[OK: contains "open"]
[EVENT: true, type="if.event.opened"]
[EVENT: true, type="action.success"]
[EVENT: false, type="action.blocked"]

# Search inside the mailbox
> search mailbox
[OK: contains "leaflet"]
[EVENT: true, type="if.event.searched"]

# Take the leaflet
> take leaflet
[OK: contains "take"]
[OK: contains "leaflet"]
[EVENT: true, type="if.event.taken"]

# Read it
> read leaflet
[OK: contains "DUNGEO"]
[EVENT: true, type="action.success"]

# Check inventory
> inventory
[OK: contains "carrying"]
[OK: contains "leaflet"]

# Put it back
> put leaflet in mailbox
[OK: contains "put"]
[EVENT: true, type="if.event.put_in"]
[EVENT: true, type="action.success"]

# Close the mailbox
> close mailbox
[OK: contains "close"]
[EVENT: true, type="if.event.closed"]
[EVENT: true, type="action.success"]

Sharpee is an event-based system, so being able to test text emissions and the existence of events or a lack of their existence is used to validate story development.

Of course we still have the issue of testing deep into the game and it would be tedious to setup the world model in a particular state before testing or running one super long transcript. The later versions of mainframe Zork had a debugging tool the player could use called GDT. It had the ability to be blocked with a code, but the last VAX implementation had gdtFLAG:1, so it was always available.

I dug up the entire command list and adapted it to the port. We had to make one change to the game engine, allowing a hook before CommandValidator, but that's an easy change to tolerate. It doesn't break continuity or architecture. We also have AuthorModel to allow GDT to make mutations in the world model without validation. This means the player can get things from anywhere at any time using the correct GDT command.

Original GDT Commands (38 total)

Display Commands (15)

CmdNameOriginal PurposeSharpee Equivalent
DRDisplay RoomsShow room propertiesList room entities with traits
DODisplay ObjectsShow object propertiesList object entities with traits
DADisplay ADVSShow adventurer stateShow player inventory, location, score
DCDisplay CEVENTShow clock eventsList active daemons/fuses (ADR-071)
DXDisplay ExitsShow room exitsList room connections
DHDisplay HacksShow debug varsShow thief activity, sword glow, etc.
DLDisplay LengthsShow array sizesShow entity counts by type
DVDisplay VillainsShow villain stateShow NPC state (ADR-070)
DFDisplay FlagsShow game flagsShow world state flags
DSDisplay StateShow overall stateShow turn count, score, game phase
DNDisplay SwitchesShow switch valuesShow boolean world state
DMDisplay MessagesShow message indicesList message IDs
DTDisplay TextPrint text by indexPrint message by ID
DPDisplay ParserShow parser stateShow last parse result
D2Display ROOM2Secondary room dataShow room metadata
DZDisplay PuzzlePuzzle room gridShow Royal Puzzle state

Alter Commands (9)

CmdNameOriginal PurposeSharpee Equivalent
AHAlter HERETeleport playerMove player to room by ID
AOAlter ObjectsMove objectsSet entity location
ARAlter RoomsModify room propsSet room traits
AFAlter FlagsModify game flagsSet world state
ACAlter CEVENTModify timersAdjust daemon/fuse timing
AAAlter ADVSModify playerSet score, inventory, etc.
AXAlter ExitsModify connectionsAdd/remove room exits
AVAlter VillainsModify NPC stateSet NPC properties
ANAlter SwitchesModify switchesSet world booleans
AZAlter PuzzleModify puzzleSet Royal Puzzle state

Villain Toggle Commands (8)

CmdNameOriginal Purpose
NCNo CyclopsDisable cyclops
NDNo DeathsEnable immortality
NRNo RobberDisable thief
NTNo TrollDisable troll
RCRestore CyclopsRe-enable cyclops
RDRestore DeathsDisable immortality
RRRestore RobberRe-enable thief
RTRestore TrollRe-enable troll

Utility Commands (4)

CmdNameOriginal Purpose
TKTakeAcquire any object
PDProgram DetailToggle verbose debug
HEHelpList GDT commands
EXExitReturn to game

We did not implement AF and DF since those are unique to the MDL/Fortran implementations.

Here's a transcript test for GDT that shows its capabilities:

title: GDT Unrestricted Access
story: dungeo
description: Tests that GDT can access and manipulate entities regardless of visibility

---

# Uses the parsed command transformer to bypass entity validation

# Enter GDT mode
> gdt
[OK: contains "GAME DEBUGGING TOOL"]

# Test TK with multi-word entity name (not visible from starting location)
# The brass lantern is in the living room, not visible from West of House
> tk brass lantern
[OK: contains "Taken: brass lantern"]

# Verify we got it in inventory
> da
[OK: contains "brass lantern (i06)"]

# Test AO to move something to a location we're not in
# Move the lantern to the kitchen (single-word location)
> ao brass lantern kitchen
[OK: contains "Moved: brass lantern -> Kitchen"]

# Test DR to verify it moved
> dr kitchen
[OK: contains "brass lantern (i06)"]

# Take it back
> tk brass lantern
[OK: contains "Taken: brass lantern"]

# Test AO with special location 'player'
> ao brass lantern player
[OK: contains "Moved: brass lantern -> player inventory"]

# Verify in inventory
> da
[OK: contains "brass lantern (i06)"]

# Exit GDT
> ex
[OK: contains "Returning to game"]

# Verify we still have the lantern after exiting GDT
> inventory
[OK: contains "brass lantern"]

Sunday, 28. December 2025

Renga in Blue

Secret Mission: Misdirection

Your mission is to find and deactivate the central computer which controls a secret research establishment. But beware — it can defend itself! (Continued from my previous post.) From last time: our protagonist had entered a room with a “blue lift” available and a postcard, mirror, and dead dog in the room. To see these […]

Your mission is to find and deactivate the central computer which controls a secret research establishment. But beware — it can defend itself!

(Continued from my previous post.)

From last time: our protagonist had entered a room with a “blue lift” available and a postcard, mirror, and dead dog in the room. To see these things in the game you need to LOOK; typing LOOK then prompts (in some rooms) if you want to use a computer terminal. Using the terminal gives you what floor you’re on, although it can also cause a funky visual effect.

I also neglected to mention that for some reason we start with a screwdriver. (The only thing we could sneak past an initial screening? Always fun to go on secret missions equipped with almost nothing.)

The mirror is useful on an early puzzle, as is the screwdriver; the dead dog isn’t useful at all. The postcard says LOAD to KILL. This will be very important later. The screen upon entering the lift:

You just push the button B, G, 1, or 2 to operate it.

The complex is a tower with multiple lifts: a blue lift on the west side, a pink lift on the east side, and a green lift which will take the player to the end. A general map, although this is without the one-way arrows and other complications:

The problem is that the phrase “other complications” elides quite a lot. Here’s a zoomed out-view of the “real” map…

…but even on this one I’m missing some up/down connections. There are lots of “stairs” and “trap door” rooms which aren’t even really rooms proper even though they get displayed that way; when entering it you automatically go up or down a certain number of floors. I originally got very disoriented until I realized that the central “hall” of each floor is the only set of “real” rooms.

This looks off-center for good reason. I’ll get back to this later.

Here’s floor 1 (the floor above “ground”) to start with:

So on floor 1, you start in a regular corridor with the note READ POSTCARD and then going north falls down a trap door (which drops two levels) and going south leads to some stairs which get used automatically (dropping down one level). Try to go east and you are blocked by a laser beam unless you are carrying the mirror from the start.

Fortunately (although it wasn’t clear to me yet until finishing the game) you can drop the mirror here and not touch it again, and pick up the item found by using LOOK (a badge). Going south leads to “stairs down” and going north leads to “a locked glass door leading to stairs” (remember that for later, along with the LOAD to KILL postcard and the weird off-center screenshot from earlier).

Going east again leads to the first of the “color rooms” of the game. They all are described in code the same way in order to save space, with slight variations.

Here’s the actual code in question. While there’s technically a parser and world model most aspects are being “faked” so to speak; a Scott Adams game would have each item implemented as an object in code whereas these are just text strings, with conditionals for customizing the various rooms.

5000 PRINT”you can see:”:print”a large cupboard, a blue door,”:print”a red door,”
5002 print”a tv with a “;
5004 ifq=1thenprint”button”:print”and neutralisation equipment.”:az$=”press”
5008 ifq=3thenprint”control knob,”:print”and reorientation equipment.”:az$=”turn ”
5010 ifq=4thenprint”button”:az$=”press”
5012 ifq=6thenprint”lever”:print”and dehypnotising equipment.”:az$=”pull ”
5013 ifq=2thenprint”lever,”:print”decontaminator,”:printa$(47):az$=”pull “

The room can have a “decontaminator” (this floor, floor 1), “neutralisation equipment” (basement), dehypnotiser (ground floor) or “reorientation equipment (floor 2). Each one clears up a general effect on the player. The TV effect with the strange text is undone via dehypnotiser. Some exits cause “disorientation”…

This is animated with the “text window” bouncing around the screen. I didn’t even know that was possible on the VIC-20.

…and that screen earlier that was off-center was a result of the orientation issue. It’s possible to keep playing (it just looks funny) but you do want the effect cleared up by the end of the game.

Going back to the big list of objects, there’s a TV with a gizmo you can push/pull/turn that will activate a puzzle. With the cyan room, “pull lever” will do the trick.

The game is prompting a button (1 through 6) as the answer. On the puzzle above, “1 over 8” is 9, and so 4 below that is 5, meaning the answer is 5. The puzzle gets selected randomly from a big list.

handy bunch: 5, because 5 fingers.

riap otherwise: the “otherwise” is indicating the “riap” gets flipped around to be “pair”, so the answer is 2.

square corners: 4. (They’re not all hard.)

roman start to vic: 5, because V is 5 in Roman numerals. This answer annoyed me the most as it could have been VI so I went with 6.

The randomization gives a true adventure-roguelike feel although if you play for long enough you start to see repeats.

Pushing the wrong button drops you down a trap door.

Pushing the right button causes “LOUD CLICKS” and the various doors to open. That is, the red door, blue door, and cupboard are now all accessible (they otherwise are shut tight). The red and blue doors simply lead to elsewhere (on floor 1, red goes to the far east of the floor next to the pink lift, and blue jumps down to the basement), and the cupboard has an item which may or may not be useful. The cyan room’s item (that is, the one on floor 1) is a laser power cartridge which is worth keeping. The cyan room incidentally also has an item on the floor (a metal detector) which you should completely ignore.

(Of course, I didn’t know when playing what I could ignore or not-ignore. This turned out to be particularly frustrating in that this game has a three item inventory limit. Even rooms have a three item limit, so if you try to drop something in a room that already has three items, you are not allowed to.)

Continuing our tour, let’s step back to the corridor prior to entering the cyan room and go down some stairs to Floor G. The blue lift only connects to the starting room, so you have to enter via going up or down or the pink lift. What’s even messier is that the two corridor rooms don’t even connect to each other:

The east side (which you can reach going down stairs right where the mirror was used and we found the badge) has an “old control box” and some “screws”. If you try to go east you’ll get blocked by a force field. With the screwdriver from the start in hand you can UNSCREW BOX to get the forcefield down; the really wonky part is this doesn’t work until you’ve gotten stopped by the force field.

This takes you directly to the pink lift, which I’m still going to pass over in order to look at the west side of Floor G. North takes stairs down and south takes stairs up, like normal; to find the red room on this floor, you need to go west twice.

It took me a long time to find this in my playthrough, but I’m going to take care of it now.

The red room looks just like the cyan room, except it has a radiation counter instead of a metal detector (but similarly useless)…

…and solving the puzzle attached to the TV reveals a tape.

The radiation counter seems like it might be handy because going east (the last direction we haven’t tried) runs the player directly into some radiation. According to the source code, having the counter doesn’t matter.

From here you get a time limit and you have to pop back to the floor above to enter the cyan room.

One last thing about the west side of Floor G: there is a key on the floor. The key is toxic…

deadly phylox germs on the key! find yellow room entrance.

…and just like the radiation, a counter starts where you need to find a particular room, in this case the yellow room in the basement. So let’s head down there next:

The room includes a “pass” which is needed to unblock passage east. (It also gets used equivalently on Floor 2, so you can’t just assume an object can be discarded right after use.) There you can find a yellow room.

The “neutraliation” is for the disease, although I think now is a good moment spring another surprise the game can have at random.

Sometimes, you get attacked by a robot when entering one of the color rooms. Notice you get dispensed a hand cannon at the start of the sequence.

I had immense trouble here; any keypress I did seemed to cause death. I tried typing LOAD. I tried making sure I had the charger pack (maybe that would help with the hand cannon). I tried going through every letter on my keyboard and reloading with a save game state. I started to suspect maybe I was hitting a bug. I was not, but it would not be until much later that I would resolve this issue; since it appears at random I was able to juggle just avoiding having them show altogether. This isn’t silly for this game — my winning run ended up skipping quite a lot — for example, that key I mentioned, which requires decontamination to survive even being picked up? I tried it on the glass locked door, no dice; I tried it on other exits which also mention a locked door, and nothing happened there either. You don’t need the key at all; it is a red herring. Hence, I figured perhaps the robot fights could be evaded in a similar way.

One other item of note is that the basement is essentially the bottom floor (there’s a special floor at the end of the game although it’s unclear if it’s “beneath” or “sideways”). This means if you go down farther, you will get dropped into a special area. For example, you might wander into a room with a trap door, or you might push the wrong button at the color room puzzle (trap door) or you might even spend too many turns in a room trying to figure out the syntax for something (trap door, just at random it seems after X turns).

Here you need to (as shown) type LIGHT SWITCH to make any further progress. Then a TV shows a short sequence of letters, and four doors are revealed.

There are multiple variants, but the one here I was stuck on (even though I had the right answer, I couldn’t explain it). I checked on Bluesky, Mastodon, and Discord and got answers from all three (thanks to Tyler Bindon from Mastodon, Mike Piontek from Bluesky, and tjm from Discord); I think my problem was that the second screen is timed so I thought it would be something solvable quickly and also would generate a sequence that would keep going. This is not the case here.

ABCDEFGHIJKLMNOPQR

R (skip three letters) N (skip two letters) K (skip one letter) I. In case you get it wrong, you get a second puzzle, and if you get that one wrong, you get a “ceiling crush” effect and you die.

Animated!

All of that material is completely optional. In fact, other than the pass at the start, you don’t need to go into the basement at all. The yellow room has a circuit board on the floor and a disc in the cupboard, and both seem like they would be useful defeating a rogue computer, but they are absolute red herrings. (I do want to emphasize how much easier the game is with me telling you this kind of thing; imagine you’re juggling an item limit of 3 this whole time and trying to pick up things like the disc you are sure are useful, while simultaneously getting dropped into trap doors for arbitrary reasons and getting attacked by robots that you can’t defeat.)

Time to hop up to Floor 2! At least this time there’s some reason to be up here.

I haven’t been talking about them, but the red exits are dead ends like “a locked door” or “a killer robot lurks”. In both cases you might think there’s some way to handle them (like that deadly key) but they really are just dead ends.

The pass from the basement opens the green room on Floor 2.

The metronome, of course, is useless, solving the puzzle opens the cupboard revealing a gun.

Sum 1+2+3+4+5+6 = 21 is the “total”, and the “next” after 6 is 7, and the “over” is division, so the puzzle is fishing for 21/7 = 3.

If you are holding the gun and the cartridge at the same time you can LOAD GUN to charge it. (The command here isn’t obvious hence I thought it is what the postcard was referring to.)

ok…gun loaded

Despite you having a gun already if you get into one of the robot scenes after there’s still the gun that gets dispensed (and still the issue where you need to hit the right keystroke).

Now it’s time for the last(-ish) floor, Floor 3. There is no button for it on the blue lift, so you have to ride the pink lift instead, and the lift won’t let you get to floor 3 unless you are carrying the badge.

The map here is a little more straightforward than the other levels. The red exits on the map below are locked doors. (Again, no luck with the key.)

The blue room straightforwardly has a “transmitter” in the cupboard and just as straightforwardly the transmitter is useless. (I carried it around with me most of the map assuming it would have some effect.) Past that, assuming you don’t get tripped up by the geography, you can walk around a corner to find a third lift, a green lift. Try to enter the lift and a robot attacks, and there is no weapon given to you beforehand. The reason you need a charged gun is for this encounter.

It took a giant and absurd leap of insight to get through here. It would not take as big a leap for someone playing on actual hardware. You see, the VIC-20 has four “function keys”:

These keys will give text commands during normal BASIC operation of the computer. The F7 key gives the command LOAD.

The postcard was trying to hint that the way to kill the robots is to press the F7 key on the keyboard, which gives LOAD text in certain circumstances.

Pimania had a bit where you needed to hit the “pi” key on the ZX Spectrum keyboard but at least the button was marked that way! (And it was needed to start the game; it wasn’t in the middle of what seemed to be a different kind of puzzle.) From what I gather not everyone used or even understood the function key use. (The article I just linked includes the line “The four function keys on the right hand side of the VIC 20 are probably the most neglected part of the whole computer.”)

Past this, while in the green lift, no matter what button you push you plummet to the “U” floor.

You do not want to use a disc. The way to win the game is INSERT TAPE.

Based on how hard I had to push to reach this screen, I was hoping for at least a laser show.

This is another case where I think a numerical rating would be deceptive; I’d probably rank it 1 out of 5 stars if I had to write a review on IFDB. However, I am in admiration of just how much complexity the author managed to stuff into so small a package, and just how far they were willing to go to toss in a little misdirection. The key in particular was what I call a second-level red herring, as in a red herring that keeps the joke going a bit longer (with the cure, plus what seem like potential uses which aren’t). Similarly, the fact LOAD GUN is required makes it seem like the postcard has been used already, even though it was hinting at an entirely different puzzle.

It is possible we may run into the author again. Sumlock did publish an adventure game of their own in 1984 called Salvage. It is for Commodore 64, but shares some resemblances to Secret Mission. In addition to the game having character art, you need to get the digits of a pass code (by collecting individual digits) in order to escape a shuttle.

The tape packaging of the original 1984 version actually comes with author names: A. Pomfret and T. Picking. I assume Pomfret is related to Mike and Tony of Sumlock (I would say maybe “A” is Tony but he was already at Ocean by then), but could Picking be the Kew Enterprises author? This will need further investigation when I reach that game in the future.

Coming up: a “holy grail” lost game that just got posted a few hours ago, if I can wrangle past the technical issues.


My So Called Interactive Fiction Life

The Circle of IF

In 1979, I was a sophomore in high school and computers were things you saw on TV. I was the 2nd baseman of our varsity baseball team and it was raining after school, so coach paired us off and we played catch in the hallways with hard rubber baseballs. Jeff,

In 1979, I was a sophomore in high school and computers were things you saw on TV. I was the 2nd baseman of our varsity baseball team and it was raining after school, so coach paired us off and we played catch in the hallways with hard rubber baseballs. Jeff, a good friend and our shortstop with a gun for an arm kept trying to spin the ball off the floor and lockers to get it past me. I was doing the same to him. We both managed it pretty well until a ball corkscrewed passed me into a small room in the southeast corner of the 2nd floor hallway. This room was a storage room for the math department also used for tutoring. It also happened to be the location of the school's two paper terminals resided. These terminals were used to dial into the Milwaukee Public School's PDP 11/70.

I found the ball in this room and two students I knew from various classes and my social life, Gary and Chuck. Gary was on the LA32 playing a game called Dungeon and Chuck was playing a game called Adventure.

I've told this story many times when people ask me how I got into computers and I always say the same thing. Lightning struck me that day. I never returned to any high school sports and devoted 80% of my school time for the next 3 years on learning and working on computers. That sophomore year was really devoted to playing those two games. It wasn't easy because we were limited to 30 minute sign-up windows and the games only allowed for one save file (we hacked this later on by detaching a session to a background running process, then reattaching later). It took half a dozen students and nearly a year to complete both games.

My love for Zork continued when Infocom produced the Enchanter series, but I have always had a deep connection to mainframe Zork, aka DUNGEO.

Now that Sharpee is ready for the dog-fooding, it only took me a second to come up with a target to burn it into production shape.

I have started to build the prerequisites for a port of mainframe Zork to Sharpee.

This immediately added ADRs for:

  • ADR-070: NPC System Architecture
  • ADR-071: Daemons and Fuses (Timed Events)
  • ADR-072: Combat System

Game development follows. Stay tuned!

Saturday, 27. December 2025

My So Called Interactive Fiction Life

Return of the Sharpee Builder

Restarted working on the project yesterday. The changes in Claude Code from September to now are significant and the work on rewriting the stdlib to use the phased execution (validate -> execute / block -> report). I've been testing Cloak of Darkness and it's nearly

Restarted working on the project yesterday. The changes in Claude Code from September to now are significant and the work on rewriting the stdlib to use the phased execution (validate -> execute / block -> report). I've been testing Cloak of Darkness and it's nearly working. The darkness implementation has some inconsistencies and I'm working on those as I write this post.

One of the issues with using Claude is it can be very literal about what "fix" means. It will often hack at problems instead of explicitly looking at the underlying issues. The first attempts to repair Cloak's issues ended in dumb hacking solutions.

But let's see how Claude handles researching those base issues and resolving them....


After some debate, it looks like we're adding a Perception Service that runs after turn execution, but before the events get sent to the Text Service. This means all of our actions produce what they need to, but the Perception Service decides what is cleared by (current sight, hearing, smelling, feeling). So darkness is a perception based on light source, blindfold, or possibly magic. Our actions will determine most of this through behavior, but because we need an end of turn "LOOK", we have to manage that by perception. Otherwise we'd end up with every action managing perception and that would be very bad. Still working through ADR-069 - Perception-Based Event Filtering. This will be committed and viewable in the repository shortly. The author can replace the entire service or hook into stacked events to alter them. More on that later (and way too complicated for most authors). A useful trick would be an Actor that suddenly had God perception and the Perception Service could be emptied and no matter what, all senses are reported.


Those changes are complete and Cloak of Darkness now works for the winning and losing scenarios. We're at an inflection point where the core platform is at a usable level (lot's of edge cases will need to forge it into a true release). In the meantime, I'm having Claude do a full assessment, which looks like this...

● I'll conduct a comprehensive assessment of Sharpee. Let me set up the task
tracking and spawn parallel agents to explore different aspects.

● 4 Explore agents launched (ctrl+o to expand)
   ├─ Explore project structure · Running in background
   │  ⎿  Launched
   ├─ Review architecture decisions · Running in background
   │  ⎿  Launched
   ├─ Assess unit testing · Running in background
   │  ⎿  Launched
   └─ Analyze story creation · Running in background
      ⎿  Launched

● Four exploration agents are running in parallel. Let me wait for their results.

  Task Output a8c5a28
  Explore project structure
     Waiting for task (esc to give additional instructions)

  Task Output ae0eb86
  Review architecture decisions
     Waiting for task (esc to give additional instructions)

  Task Output accce04
  Assess unit testing
     Waiting for task (esc to give additional instructions)

  Task Output a698962
  Analyze story creation
     Waiting for task (esc to give additional instructions)

✢ Exploring project structure… (esc to interrupt · 3m 24s · ↓ 1.7k tokens · thought for 2s)
  ⎿  ☐ Explore project structure and package organization
     ☐ Review architecture decisions and patterns
     ☐ Assess unit testing approach and coverage
     ☐ Analyze story creation workflow
     ☐ Write comprehensive assessment document

That's a wrap for now. Next post should be about client work to make all of this pretty. The 4gl Forge fluid layer will also be on the roadmap.

Sharpee's Cloak of Darkness with debug tracing on:

=== Cloak of Darkness ===
A Sharpee IF demonstration

Moving player a01 to foyer r01
Moving cloak i01 to player a01
Cloak location after move: a01
Player contents: velvet cloak
Engine started, running: true

> look
Foyer of the Opera House

You are standing in a spacious hall, splendidly decorated in red and gold, with
glittering chandeliers overhead. The entrance from the street is to the north,
and there are doorways south and west.

You can see velvet cloak here.

> south
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r03, bar.id: r03, toRoom: r03
[BAR HANDLER] isPlayer: true, isThisBar: true
[BAR HANDLER] actorSnapshot.contents: [
  {
    id: 'i01',
    name: 'velvet cloak',
    description: 'A handsome cloak of velvet trimmed with satin, and slightly
    splattered with raindrops. Its blackness is so deep that it almost seems to
    suck light from the room.',
    shortDescription: undefined,
    location: 'a01',
    isWearable: true,
    isWorn: false,
    traits: {
      attributes: [Object],
      relationships: {},
      traits: [Map],
      on: undefined
    }
  }
]
[BAR HANDLER] hasCloak: true, isDark: true
[BAR HANDLER] disturbances before: 0
Blundering around in the dark isn't a good idea!

> look
It's pitch dark, and you can't see a thing.

> north
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r01, bar.id: r03, toRoom: r01
[BAR HANDLER] isPlayer: true, isThisBar: false
Foyer of the Opera House

You are standing in a spacious hall, splendidly decorated in red and gold, with
glittering chandeliers overhead. The entrance from the street is to the north,
and there are doorways south and west.

> south
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r03, bar.id: r03, toRoom: r03
[BAR HANDLER] isPlayer: true, isThisBar: true
[BAR HANDLER] actorSnapshot.contents: [
  {
    id: 'i01',
    name: 'velvet cloak',
    description: 'A handsome cloak of velvet trimmed with satin, and slightly
    splattered with raindrops. Its blackness is so deep that it almost seems to
    suck light from the room.',
    shortDescription: undefined,
    location: 'a01',
    isWearable: true,
    isWorn: false,
    traits: {
      attributes: [Object],
      relationships: {},
      traits: [Map],
      on: undefined
    }
  }
]
[BAR HANDLER] hasCloak: true, isDark: true
[BAR HANDLER] disturbances before: 1
Blundering around in the dark isn't a good idea!

> north
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r01, bar.id: r03, toRoom: r01
[BAR HANDLER] isPlayer: true, isThisBar: false
Foyer of the Opera House

You are standing in a spacious hall, splendidly decorated in red and gold, with
glittering chandeliers overhead. The entrance from the street is to the north,
and there are doorways south and west.

> south
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r03, bar.id: r03, toRoom: r03
[BAR HANDLER] isPlayer: true, isThisBar: true
[BAR HANDLER] actorSnapshot.contents: [
  {
    id: 'i01',
    name: 'velvet cloak',
    description: 'A handsome cloak of velvet trimmed with satin, and slightly
    splattered with raindrops. Its blackness is so deep that it almost seems to
    suck light from the room.',
    shortDescription: undefined,
    location: 'a01',
    isWearable: true,
    isWorn: false,
    traits: {
      attributes: [Object],
      relationships: {},
      traits: [Map],
      on: undefined
    }
  }
]
[BAR HANDLER] hasCloak: true, isDark: true
[BAR HANDLER] disturbances before: 2
Blundering around in the dark isn't a good idea!

> north
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r01, bar.id: r03, toRoom: r01
[BAR HANDLER] isPlayer: true, isThisBar: false
Foyer of the Opera House

You are standing in a spacious hall, splendidly decorated in red and gold, with
glittering chandeliers overhead. The entrance from the street is to the north,
and there are doorways south and west.

> west
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r02, bar.id: r03, toRoom: r02
[BAR HANDLER] isPlayer: true, isThisBar: false
Cloakroom

The walls of this small room were clearly once lined with hooks, though now only
one remains. The exit is a door to the east.

You can see brass hook here.

> hang cloak on hook
Cloak hung on hook - bar is now lit
You put velvet cloak on brass hook.

> east
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r01, bar.id: r03, toRoom: r01
[BAR HANDLER] isPlayer: true, isThisBar: false
Foyer of the Opera House

You are standing in a spacious hall, splendidly decorated in red and gold, with
glittering chandeliers overhead. The entrance from the street is to the north,
and there are doorways south and west.

> south
[BAR HANDLER] Event: if.event.actor_moved
[BAR HANDLER] actorSnapshot?.id: a01, worldPlayer?.id: a01
[BAR HANDLER] destinationSnapshot?.id: r03, bar.id: r03, toRoom: r03
[BAR HANDLER] isPlayer: true, isThisBar: true
[BAR HANDLER] actorSnapshot.contents: undefined
[BAR HANDLER] hasCloak: false, isDark: false
[BAR HANDLER] disturbances before: 3
Foyer Bar

The bar, much rougher than you'd have guessed after the opulence of the foyer to
the north, is completely empty. There seems to be some sort of message scrawled
in the sawdust on the floor.

You can see message in the sawdust here.

> debug:location

=== DEBUG ===
Player ID: a01
Location ID: r03
Location Name: Foyer Bar
Location Contents: [ 'message in the sawdust', 'player' ]
Player Inventory: []
Cloak Location: s01
=============


> look
Foyer Bar

The bar, much rougher than you'd have guessed after the opulence of the foyer to
the north, is completely empty. There seems to be some sort of message scrawled
in the sawdust on the floor.

You can see message in the sawdust here.

> examine message
The message has been completely obliterated.

> read message
The message has been trampled beyond recognition. You have lost!

=== Story Complete ===

Key & Compass Blog

New walkthroughs for December 2025

On Saturday, December 27, 2025, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi. The Wise-Woman’s Dog (2025) by Daniel M. Stelzer […]

On Saturday, December 27, 2025, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi.


The Wise-Woman’s Dog (2025) by Daniel M. Stelzer

In this historical fantasy set in Anatolia, 1280 BCE, you play as the wise-woman’s dog in Nahhanta Village. Your human is very sick, cursed and bedridden for days. But you are a very good dog. You know about cursework. You can smell curses and blessings, take them, and put them onto other things. Running water destroys curses, but this curse is so strong, it would kill you before you could reach running water with it. Still, a way must be found, and you’re the only one who can do it.

This game was written in Dialog and was an entry in IF Comp 2025 where it took 2nd place; it also won 1st place for the Miss Congeniality award.

IFDB | My walkthrough and maps


The Evil Sorcerer (2000-2001) by Gren Remoz

In this fantasy game, you play as a man named George waking up in someone else’s bedroom and wearing unfamiliar clothes. Memories return slowly of drinking at a party, meeting a stunningly beautiful woman named Julia, leaving with her in her car, somehow arriving at an island beach in a far-away empire, making love, learning magic is real, and learning that she wants you to kill an evil sorcerer on her lands.

This game was an entry in IF Comp 2001 where it took 20th place.

IFDB | My walkthrough and maps


The Wrath of Anubis (2025) by Garry Francis

In this Egyptian puzzle game, you play as Ken Richards, an archaeologist. In the remote village of El Rajid, you learn the legend of Sinuhe, a forced laborer who rebelled and tried to kill his pharaoh. But he was caught. Sinuhe was thrown to the crocodiles. The god Anubis, incensed, raised Sinuhe’s ghost to haunt the land thereafter. Can you find Sinuhe’s medallion, the only thing that can end the wrath of Anubis?

This game is an adaptation of the Italian adventure Ken Richards: L’Ira di Anubi by Bonaventura Di Bello; see credits for more details.

IFDB | My walkthrough and maps


Caribbean Treasure (2025) by Garry Francis

In this island adventure, you play as Alan Simmons, a young man who loves sailing and pirate stories. In an old manuscript, you learned about a sunken pirate ship near a then-uncharted Caribbean island which you found on modern maps. Intent on finding pirate treasure, you sailed a rental yacht to the island and started exploring. Unfortunately for you, your first discovery is some footprints on the beach heading to your yacht and back!

This game is an adaptation of the 1987 Italian adventure Alan Simmons: Bucaneer by Bonaventura Di Bello. See credits for more details.

IFDB | My walkthrough and map


Beat Me Up Scotty (2023) by Jkj Yuio

In this short comedic linear wordplay game based loosely on Star Trek: The Original Series, you play as the ship’s captain. As you party across the galaxy, you often have to say “B___ me up Scotty”, using whatever B-word is appropriate to get of your current jam.

This game was written in Strand and was an entry in Spring Thing 2023’s Main Festival.

IFDB | My walkthrough and map


Cheese, Go Home! (2008) by C “Sparky” Read

In this simple game you play Frankie, who has plans to go to the State Fair tonight with her friend Kathy. But Cheese has dropped by unexpectedly while you were preparing dinner…and he won’t go home! Worse, old Mr. Herriman won’t let you go to the Fair if Cheese is still in the house at dinnertime. Get rid of Cheese before then or it’s no fair for you…literally.

IFDB | My walkthrough and map


Fired (2025) by Olaf Nowacki

In this game of revenge, you play as a fired office worker. It’s after hours. A box of your belongings is on your desk, ready to go, but the printouts you made detailing your horrible boss’s many misdeeds are missing! Find those printouts before you leave this miserable building for the last time.

This game was an entry in IF Comp 2025 where it took 42nd place.

IFDB | My walkthrough and map


Go-Strange-Ghost Range (2025) by Andrew Schultz

In this small surreal wordplay game involving homophonic phrases, you were returning some overdue books to the library on Halloween, but somehow you went the wrong way. Now you’re in the afterlife and need to chase off a ghost, or as an oaf explains, you need to perform a go-stop-ghost op!

This game was written in Adventuron and was an entry in Ectocomp 2025’s Le Petite Mort (English) division where it took 9th place.

IFDB | My walkthrough and map


Limen (2021) by Elizabeth DeCoste

This surreal dream-like game is about visiting mostly-empty liminal spaces, such as a subway station, a darkened shopping mall, fields, part of a hotel, and a multi-level parkade. It’s not about puzzles or story. It’s more about the experience of being in those places. Still, you must solve a few mild puzzles before you can reach the ending.

This interactive-fiction game was developed for Nuit Blanche Regina 2021.

IFDB | My walkthrough and map


Rain Check-in (2025) by Zeno Pillan

It’s 11:35 p.m. and it’s dark. You just parked your rental car at the end of a dead-end dirt road. One of the two houses you passed must be your self check-in rental. You just need to find the key and let yourself in before the approaching thunderstorm gets too bad. Your only tool is a phone with 5% power.

This game was an entry in IF Comp 2025 where it took 67th place.

IFDB | My walkthrough and map

Tuesday, 23. December 2025

Renga in Blue

Secret Mission (1983)

To be clear from the start, I am writing today about an extremely obscure VIC-20 game from 1983, but to do justice to the story, I need to start just a little farther back– While the German Johannes Kepler is now one of the most famous names in the history of astronomy, his work reached […]

To be clear from the start, I am writing today about an extremely obscure VIC-20 game from 1983, but to do justice to the story, I need to start just a little farther back–

The University of Tübingen. Located in modern-day Germany, depicted here in the early 1600s.

While the German Johannes Kepler is now one of the most famous names in the history of astronomy, his work reached the scientific world in a slow burn. His first law of motion, describing the orbits of planets as ellipses (contra Copernicus and his “circles with epicycles”) was published in 1609 but not accepted until many years later.

Part of the issue was simply the quality of the astronomy data being collected. The obsessive work of Tycho Brahe (another one of the astronomy greats) was compiled by Kepler himself over a period of 22 years into the Tabulae Rudolphinae, a set of star charts and planetary tables with accuracy far superior to that which came before. Kepler was not a fan of the labor, writing in one letter:

Do not sentence me completely to the treadmill of mathematical calculations, and leave me time for philosophical speculations, which are my only delight.

His lack of enthusiasm for mathematical tedium was shared by another German polymath: Wilhelm Schickard. (By “polymath” I mean he was a Professor of Hebrew, Oriental Languages, Mathematics, Astronomy, and Geography.) Both Kepler and Schickard had affiliations with Tübingen University and were sometimes collaborators. We know from letters between the two that they had discussions on the labor-saving invention known as Napier’s bones (1617), rods intended to allow easier calculations; these rods, however, were still entirely manual work, needing to be placed against a frame.

Schickard got the idea: what if he could make a full “calculating machine” akin to Napier’s bones that would work automatically, like (literal) clockwork?

He got a device working and described it in some detail to Kepler in a letter, including a picture.

The device includes actual Napier bones in the mechanism, and uses an “accumulator wheel” that would cause a digit to go up by one. This involves a tooth of the wheel needing to move exactly 360 / 10 = 36 degrees and while it was unclear what exact method Schickard used, he likely had a spring set up to allow the internal gears to stop at specific points. It had the issue that an overflow (999999 + 1) could actually damage the gears.

Modern replica, via the Computer History Museum.

Unfortunately, the picture in Kepler’s letter was not found until much later (it was on a separate paper being used as a bookmark) so despite Schickard being the first to create an automatic calculator he was not influential. Instead, the icon for kicking off automatic calculation was Blaise Pascal, yet another polymath, French rather than German. He obtained fame in mathematics, science, and religion (his biggest contribution in science being to prove that pressure changes with altitude, hence the unit of atmospheric measurement being a Pascal).

From a lithograph of Pascal after a painting by François Quesnel the younger.

Blaise was born in 1623, hence the story now is squarely in the Thirty Years’ War (1618-1648), which started to be the utter ruin of all of Europe. The Pascals (father: Etienne; mother: Antoinette) were a rich family that lived in the small town of Clermont. Etienne had the aristocratic job of “tax collector”. (Blaise did not mention his mother much as she died when he was three.) Etienne decided (with Blaise at age nine) that it was better to be closer to Paris where intellectual and political life was blazing. Etienne sold his tax post and invested in government bonds instead, which would normally give the Pascals a generous income while in Paris. However, the Thirty Years’ War lasted (squints) a long time, and the government cut back on their interest rates of those aforementioned bonds while spending vast amounts on war. Etienne made a protest as part of a group; displeased, the King’s Chief Minister (Cardinal Richelieu) ordered those protesting arrested. Etienne ended up fleeing Paris (back to Clermont) and leaving his governess in charge.

Richelieu on the Sea Wall of La Rochelle, painted in 1881 by Henri-Paul Motte. The Siege at La Rochelle (1627–1629) ended up being a major victory for the Royalists. It was one as well for the Cardinal, who was trying to centralize power to the King.

Events turned by a stroke of luck: the wife of Louis XIII, Anne of Austria, was finally pregnant. This, in best Louis XIII fashion, was cause for great celebration. One of the invitees was Jacqueline Pascal (aged twelve) who was known for acting and reciting poems. She made an appearance during the event and talked to the Cardinal while there, getting a promise of rehabilitation for her father rather than arrest. This ended with his father being given an appointment as tax collector of Rouen, capital of Normandy.

To be clear, this was only halfway-generous on Cardinal Richelieu’s part. Etienne still had angered the Cardinal. His place of appointment was not an easy place to collect taxes. Its location near the Channel (and former affiliation with the English king) made it a prime spot for English and Scottish Catholics and it had a general reputation for chaos.

“Roan”, plan de la ville de Rouen, 1620. From Les musées de la Ville de Paris.

The calculations for tax collection were onerous. Blaise was recruited to help, leading the polymath in 1642 to devise an instrument: the Pascaline. It resembles Schickard’s device in using gears although it is addition-only (Schickard’s could do subtraction). On the other hand, Pascal’s device allowed gears in increments other than 10, making it better suited for financial use (example: 12 deniers = 1 sous).

Since there was no built-in subtraction function, it was instead done with the 9’s complement method.

Because it is genuinely important for the story, a brief explanation how the 9’s complement method works. Suppose you want to do 68 − 34, but want to do it with addition rather than subtraction. Take the first number (68 in this case) and subtract it from 99; except, you don’t need to actually do the subtraction! All 0s will swap with 9s, all 1s will swap with 8s, all 2s will swap with 7s, etc. So 68 − 34 turns into 31 + 34. Do the resulting addition; with the example you get 65. Then take the end result and do the “subtract from 99” trick (or rather, digit swap) and you get 34, which is the correct result.

Another example. 572 swaps digits to be 427. Add and you get 612, then swap back and you get 387, which is the result of subtraction.

While Pascal wrote a pamphlet explaining the system

The length and difficulty of the ordinary methods led me to consider quicker and easier ways in order to relieve me of the complex calculations I had done for some years regarding positions you honored my father with in the service of His Majesty in Upper Normandy.

…and he made multiple Pascalines over his lifetime, some which still exist today, it was expensive and only available to the very rich. Still, this method led to a general approach to automatic calculating devices which lasted much longer than you might suspect. Lurking closer to our ultimate goal, in the 19th century, the comptometer was designed very much like Pascal’s mechanism but with straight rods rather than rotating dials. (The prototype used meat skewer rods in a macaroni box.) It even still used the 9’s complement method.

A 1909 model, via the Smithsonian.

The buttons of the device have two numbers on them; the smaller numbers represent the 9’s complement, so a fluent operator can think in terms of swapping the 9’s complement quickly. What I mean by this is that it wasn’t as terrible a system as it might seem to modern eyes, and the device had a fantastic feature: you could press multiple buttons at the same time. That is, on a standard electronic calculator, you might need to press 4, 7, 3, and 2 in sequence to get the number 4732, but an operator of a comptometer doesn’t have to wait: they can press all four buttons simultaneously. Furthermore, the 9s complement system means that with number-buttons only a fast operator can rapidly move through additions and subtractions in mixed order without slowing down to specify what operation they’re doing.

All this is relevant to the company of Bell Punch Co., Limited, founded in 1878 in the UK, which obtained the patent rights to a ticket punch machine already in use in America. It was used for trains to — as the name implies — punch tickets; it was generally the case beforehand that people paid a flat fee for an “area” rather than their actual distance travelled. With the punch tickets, you can have an exact number of stops marked automatically.

In 1924 they expanded into dispensing movie tickets (by purchasing the company Automaticket); in 1929 they expanded again into race betting tickets. (In between these, they formed Control Systems, Limited as a consolidation company.) Bell Punch tried putting an adding mechanism to go along with one of the ticket mechanisms, and got the rights to an adding machine design (the Petometer, 1933) in the process. They soon began creating just the adding machines by themselves. The video below shows the “Plus Adder S” manufactured from 1936 to 1940 based on the Petometer model.

During WW2 they made a subsidiary brand, Sumlock, specifically for the manufacture of calculating machines. A 1943 ad highlighted the “more-work-less-staff-problem” being faced during the war. After the war they pushed even harder into the calculating space.

From a 1948 brochure.

They consequently were poised to hit a remarkable milestone of 20th century technology: they made the first fully electronic desktop calculator.

The genesis of Sumlock’s device (code-named ANITA) started at Birkbeck College in London, where Andrew Booth led one of the groups in the UK looking to build digital computers, and due to limited resources tried to think small, embarking work on an Automatic Relay Calculator (or ARC).

December 1946. Kathleen Britten, Xenia Sweeting, and Andrew Booth. Kathleen Britten was soon to be Kathleen Booth.

He visited the United States for six months, including two very important meetings. One was Warren Weaver of the Rockefeller Foundation. who was interested in funding a computer project as long as it led to research in “natural language translation”. (Odd for a calculating device, although Birkbeck College ended up becoming a center of automated language translation research.) Andrew also met with von Neumann at Princeton; the ARC was consequently redesigned with von Neumann architecture and Kathleen and Andrew wrote a paper about the possible methods of producing such a computer.

This design was picked up by Norbert Kitz who was a graduate student at the college in 1950.

I was collecting data on the older types of conventional calculators for an introduction to my dissertation on digital computers. While studying those old calculators in the Science Museum, the thought struck me that there was actually one more important page to be written in the book of their history. I had some knowledge of electronic digital computers and it seemed to me that it must be quite possible to use this knowledge for the construction of an electronic desk calculator.

He thought about such a device for some time but it wasn’t until 1956 that he met with directors at Control Systems; Sumlock was still busy at work making giant mechanical machines with 9’s complement markings on the buttons but they were keen on forming a new electronics department; by now Kitz had worked on the Automatic Computing Engine (originally Turing’s design) so had plenty of computer experience. Kitz not only was concerned with the fundamental mechanics of the arithmetic calculation, but he also needed to design the keyboard and the method of display (as prior to all-electronic calculators the displays were mechanical). As Kitz points out in an interview, “our greatest difficulty” was keeping the price down; they were aiming for the £350 to £400 range rather than the usual £50,000 for a computer.

Sumlock introduced their Mark 7 and Mark 8 fully electronic desktop calculators at the Hamburg Business Equipment Fair in 1961, and started selling in 1962, beating everyone else to market. (Sharp, for instance, had Atsushi Asada lead an R&D group in 1960 towards that goal, but they weren’t able to announce the fruit of their labors — the Compet CS-10A — until 1964.)

The follow-up Mark 9 from 1964. Notice how it still follows the form of the original Comptometer, which was itself based around the mechanics of the original Pascal device. Via the Centre for Computing History.

By 1970 (now owned by a new company called Lamson, with Kitz still in charge of calculators) they were at the peak of the UK market.

The company claims to have just under 50 percent of the U.K. market, a market that is expanding. Sales are mainly in the U.K. but outlets do exist overseas through distributors.

A March 1970 market report states they “doubled” their unit sales even with “pressure from competition supported by the full weight of the Japanese electronics industry”. However, Sumlock’s mainstay was the business industry and started selling calculators of other companies in order to fill niches.

Mostek introduced a “calculator on a chip” in 1971 and companies like Texas Instruments soon after introduced their own. (In the UK, that is — Texas Instruments had the first calculator chip to market worldwide, it was used in Japan.) Sumlock tried to jump into the fray getting a chip from Ferranti (which failed) but they ended up going with Rockwell in 1972. Quoting John Lloyd, Chief Engineer:

In 1972 Rockwell, the American defence company, approached us with an offer to put all our calculator circuitry on to one chip. Previously we had always bought from British suppliers because of the need to keep close technical back-up of these suppliers in a high-tech industry. It was a change of policy which was to prove fatal.

Development was started and the prototype of a pocket calculator was produced, the ANITA 800. I was then chief engineer of Sumlock Anita Electronics and Norman Kitz was technical director of the Bell Punch group. He came into my office looking very shaken and put the prototype pocket calculator on my desk and asked what I thought of its sales potential. I said that I thought that with good production engineering we could get the cost down to about £25 and sell a million on the home market and the sky’s the limit for export. ‘Yes I agree with that John’ he said, ‘I have just shown it to our M.D. and he can’t see a market for it’.

The prototype was fully engineered and could have been in production in weeks, but it lay in a drawer of Kitz’s desk for months.

Then Clive Sinclair brought out his pocket calculator. The sales director rushed into Kitz’s office in a panic asking what could we do about it. Kitz opened his drawer and said ‘We can do this’.

Sinclair had beaten the company to market with their Sinclair Executive; as Lloyd claims, “our engineering vision was not matched by our management’s vision”. According to a report from The Times, in 1972 Sumlock went from £1.1m profit to £290,000 loss. Rockwell ended up buying Sumlock in 1973 (separating it from Bell Punch, who was still producing ticket devices, tax counters, and cash collectors); both Kitz and Lloyd stayed with the Bell Punch. Prices of calculators started to plummet as there was a race to the bottom; by 1976 Texas Instruments was able to sell a scientific calculator, the TI-30, for a mere £14.95.

Sumlock still had plenty of expertise and could have diversified into other office machine areas (like word processors) but not long after the sale, Rockwell got a NASA contract for the Space Shuttle and started to lose interest in their foreign investments. Everyone in the main company was “made redundant” by July of 1976 and the various branches worked out splitting off into their own franchises.

Branches tended to land on computer sales; the 1980 Commodore PET price list includes Sumlock Bondain (London), Sumlock Tabdown (Bristol) and Sumlock Electronic Services (Manchester). Even when selling calculators they diverged to other brands. Sumlock-Bondain, as reported by Practical Computing, originally kept selling Sumlock calculators but eventually went to Texas Instruments and Hewlett-Packard.

All this finally leads to the Manchester branch, run by Mike Pomfret. Rather than just being reduced from a mighty engineering company to a sales company, they decided to produce their own software line under the name Sumlock Microware. Mike’s son, Tony Pomfret, was working at the store when he got recruited by Ocean (located “just down the road” from Sumlock) and Tony even makes an appearance in the infamous Commercial Breaks documentary featuring Ocean succeeding and Imagine failing utterly, the latter frittering away money on a game called Bandersnatch.

Retro Gamer: In the programme, you are shown working on Hunchback II, and in one scene, the whole team is sitting around a table, discussing the game’s design. Is that actually how it worked?

Tony Pomfret: That was utter bollocks. It was all staged. I did that game on my own.

Imagine also crosses paths with Sumlock in 1983, as Sumlock’s products included a clone of Frogger called Jumpin’ Jack for VIC-20 (every British company had a Frogger clone, it seems) and a year later Imagine also accidentally hit a nameclash by calling their C64 version of the game Jumpin’ Jack. The two companies managed to work on a plan where neither name would be changed but when Sumlock released their C64 version of Frogger, they called it Leggit.

For today we’re concerned not about C64 games, but VIC-20 games.

Sumlock released a set of games they called a Puzzle Pack written by Kew Enterprises, like Rainbows (“complete the series by typing in the next three letters”), Knight’s Move (“fill all squares of the chess board starting at the marked corner using the knights’ move”), and Graphic Twister (“rearrange each bottom square to look like the top display”). Their ad copy gives a little clue who the proprietor of Kew Enterprises is.

A compendium of six intriguing puzzles, games and IQ tests for the unexpanded VIC20. Specially written by an expert in puzzles to be both entertaining and educational for all ages and abilities. Programs include: ORBITS, KNIGHTS MOVE, GRAPHIC TWISTER, RAINBOWS, SLIDE PUZZLES, DIGITS.

The “expert in puzzles” plus educational aspect make me think we’re dealing with yet another math schoolteacher turning to games, but that’s just a guess (the address of the company is residential).

The Puzzle Pack games were eventually republished for MSX and Plus/4 under the name Can of Worms, with a few modifications, and Kew Enterprises still mentioned on the game’s screens. What’s puzzling is after this game was picked up Kew Enterprises started advertising their game Secret Mission on their own, using magazine classified ads.

I don’t think there was some kind of animosity, especially given the continuing use of the other product. It might simply be a matter of platform; Secret Mission was a VIC-20 game (for systems with a 16K expansion) and Sumlock started to focus on C64 games from this point, adopting the label LiveWire (but still “published by Sumlock”; they’re the same company).

From Everygamegoing.

Our job is to infiltrate a building and disable a rogue computer.

This is animated.

You need to LOOK in every room in order to see items. Furthermore, for many rooms the game starts by prompting if you want to use a computer terminal while there; the terminal indicates which floor the player is on.

Sometimes the terminal produces an visual giving the side effect of the player being “hypnotically distressed”.

While I’ve finished the game, it is far more complicated than you’d expect from a VIC-20 game, so I’m saving the rest for a part 2 where I’ll do my playthrough. The game includes one of the most outrageous puzzles I’ve run across in an adventure game and it is overall convoluted enough (and obscure enough) it is possible the number of people in the past who finished are in the single digits.


:: CASA ::

CASA Update - 4 new game entries, 5 new solutions, 10 new maps, 2 new hints

♦ Among this month's new items is a Canalboy's comprehensive review of 1989's The Island, an entry in the popular genre of being marooned on an island. Judging from the review, the game is well worth your time even if the title is as generic as they come.We have registered nearly a hundred games that offer you the chance to search for coconuts, building a raft, finding ancient treasures and other

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Among this month's new items is a Canalboy's comprehensive review of 1989's The Island, an entry in the popular genre of being marooned on an island. Judging from the review, the game is well worth your time even if the title is as generic as they come.
We have registered nearly a hundred games that offer you the chance to search for coconuts, building a raft, finding ancient treasures and other staples of the genre, all from the safety of your chair.
Incidentally we currently also have a whopping 132 games about islands, so it seems that at least some of these don't involve being stuck there! (In case anybody's thinking the image is wrong: the 1989 game is text only, so the illustration is from a different game about a different piece of land surrounded by water).

Anyway, whether you like your isles to be of the maroone'y kind or not, it would seem that we have you covered for the coming holiday season.
...Which brings me to wishing everybody a very merry Christmas and a happy New Year with lots of gaming. A huge thanks to everybody who helps keep the site running into its 27th (!) year on the net, whether you're an admin, a contributor or a reader.

Contributors: FredB74, boldir, nimusi, Exemptus, OVL, Canalboy, ASchultz, dave

Friday, 19. December 2025

Interactive Fiction – The Digital Antiquarian

Huge for the Holidays: Epic Interactive Fiction of the Millennial Period

This article tells part of the story of post-commercial interactive fiction. After fighting the tendency for decades, I’ve finally learned to accept that I’m a bit of a conservative, if not a downright Luddite, when it comes to my interactive fiction — or my text adventures, as I still persist in calling them. Despite its […]


This article tells part of the story of post-commercial interactive fiction.


After fighting the tendency for decades, I’ve finally learned to accept that I’m a bit of a conservative, if not a downright Luddite, when it comes to my interactive fiction — or my text adventures, as I still persist in calling them. Despite its name, parser-based interactive fiction doesn’t actually strike me as all that good at plot-heavy storytelling. What it does excel at is setting.

And this is just fine with me. Give me an interesting environment that I can sink my teeth into, filled with puzzles to solve and relations to tease out and exploit, and I’m all over it. Bigger is better here, as far as I’m concerned. I love a text adventure that I can live with for weeks or months, that I can leave open on a separate virtual desktop and let ruminate in the back of my mind while I’m doing other things, popping into it from time to time to try out a brainstorm or add another few rooms to the steadily expanding map of the world that I keep open in another window. Other people use Tetris as a mental palate-cleanser; I use The Mulldoon Legacy. What can I say? As you readers must surely have recognized by now, I’m kind of a weirdo.

Unfortunately for me, by the end of the 1990s, the types of text adventures I like best were beginning to fall out of favor with the post-commercial interactive-fiction community. Amidst much excitement over the newly “literary” paths the medium was blazing, a background chorus of atavistic throwbacks just like me bemoaned the dwindling number of new big games. The annual Interactive Fiction Competition, which at that time strongly encouraged its authors to limit themselves to games that could be played to completion in two hours or less, was widely blamed for the drift toward snacks instead of full meals. There is undoubtedly a lot of truth to this, but to that truth must also be added the simple reality that making a big text adventure is hard, and by this point there had long since ceased to be any tangible reward in it beyond the praise and approbation of a small group of diehards. Small wonder that so many people began to opt for shorter games; making even one of those well is more than hard enough.

Still, there has always, through all eras, been the occasional crazy person who is ready and willing to make a text adventure that is big and crunchy and unabashedly gamey in that old-school way that is guaranteed to warm this aging Luddite’s heart. There was actually a small cluster of such games around 1999. These are games to snuggle down with like your favorite blanket, perfect companions to long winter nights with a cup of tea by your side. So, I hope you’ll indulge me as I make this last article of 2025 another of my periodic homages to the humble text adventure, the first form of digital gaming I learned to love and the one I will surely never entirely leave behind until the day I die. We’ll get back to the glitzier computer games and the cutthroat commercial industry that produced them in the new year. The holiday season seems to me the ideal time for something more cozy and personal.


Once and Future by Kevin Wilson

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“Therefore,” seyde kynge Arthur unto sir Bedwere, “take thou here Excalyber, my good swerde, and go wyth hit to yondir watirs syde; and whan thou commyste there, I charge the throw my swerde in that water, and com agayne and telle me what thou syeste there.”

“My lorde,” seyde sir Bedwere, “youre commaundement shall be done, and lyghtly brynge you wordagayne.”

So sir Bedwere departed. And by the way he behylde that noble swerde, and the pomell and the hauffte was all precious stonys. And than he seyde to hymselff, “If I throw thys ryche swerde in the water, thereof shall never com good, but harme and losse.” And than sir Bedwere hyd Excalyber undir a tre, and so as sone as he myght he came agayne unto the kynge and seyde he had bene at the watir and had throwen the swerde into the watir.

“What sawe thou there?” seyde the kynge.

“Sir,” he seyde, “I saw nothyng but wawis and wyndys.”

“That ys untruly seyde of the,” seyde the kynge. “And therefore go thou lyghtly agayne, and do my commaundemente; as thou arte to me lyff and dere, spare nat, but throw hit in.”

Once agayne Sir Bedwere came and toke the swerde in honde. And yet hym he could not throw hit away. Once agayne Arthur called hym false and told hym to do hys byddyng.

Than sir Bedwere departed and wente to the swerde and lyghtly toke hit up, and so he wente unto the watirs syde. And there he bounde the gyrdyll aboute the hyltis, and threw the swerde as farre into the watir as he myght. And there cam an arme and an honde above the watir, and toke hit and cleyght hit, and shoke hit thryse and braundysshed, and than vanysshed with the swerde into the watir.

So sir Bedwere cam agayne to the kynge and tolde hym what he saw.

“Alas,” seyde the kynge, “helpe me hens, for I drede me I have taryed over longe.”

Than sir Bedwere toke the kynge uppon hys bak and so wente with hym to the watirs syde. And whan they were there, evyn faste by the banke hoved a lytyll barge wyth many fayre ladyes in hit, and amonge them all was a quene, and all they had blak hoodis. And all they wepte and shryked whan they saw kynge Arthur.

“Now put me into that barge,” seyde the kynge.

And so he ded sofftely, and there resceyved hym three ladyes with grete mournyng. And so they sette hem downe, and in one of their lappis kyng Arthure layde hys hede. And than the quene seyde,

“A, my dere brothir! Why have ye taryed so longe frome me? Alas, thys wounde on youre hede hath caught overmuch coulde!”

And anne they rowed fromward the londe, and sir Bedwere behyle all tho ladyes go frowarde him. Than sir Bedwere cryed and seyde,

“A, my lorde Arthur, what shall becom of me, now ye go frome me and leve me here alone amonge myne enemyes?”

“Comforte thyselff,” seyde the kynge, “and do as well as thou mayste, for in me ys no truste for to truste in. For I muste into the veil of Avylyon to hele me of my grevous wounde. And if thou here nevermore of me, pray for my soule!”

Barracks, at the card table

Dark and dirty, this tent is where you spend most of your time, waiting for Charlie to attack. The pale lamp casts dark shadows across the room and onto your faces, even as this war does the same to your souls. You sigh as you see the scars in the eyes of your three friends: Joe, Rob, and Mark. There is a piece of paper tacked to the wall.

You see a card table here.

Some games are impossible to separate from their origin stories. Fourteen years ago, what would a review of Duke Nukem Forever have been which didn’t bother to point out that this game had been in development for longer than some of people who might be expected to play it had been alive? And if the Star Citizen money-spinner ever results in an official Version 1.0, we all know what the reviewers’ lede will be. In its far more modest way, Once and Future is the same sort of thing.

As those of you who read my last text-adventure roundup may remember, Kevin Wilson is one of the principal reasons that an interactive-fiction community still exists today. Truly a community-builder par excellence, in the mid-1990s he used his bottomless reservoirs of enthusiasm and energy to start up SPAG magazine, for many years the community’s essential journal of record, and the Interactive Fiction Competition, to this day the event around which the community’s entire calendar revolves. Less enduringly but no less impressively, he forged ties with Activision, the often neglectful steward of Infocom’s legacy, and even convinced the old dogs Marc Blank and Mike Berlyn to write up one final Zorkian trick in pure text. Amidst it all, he was working on a game of his own called Avalon, which was to be the biggest, most awesome thing ever, at least to hear him tell the tale.

Avalon was classic vaporware with all the trimmings, perpetually just around the corner — due next month, next season, early next year. This went on for a good long while — about five years, which somehow felt like a much more ridiculous span of time for a game to be in development back then than it does today. While everyone waited, Kevin Wilson just kept talking it up more and more, and the scale and scope of what Avalon would eventually achieve just kept growing in the telling. Inevitably, it all became a bit of a joke; many strongly suspected that no game would ever emerge, that good old “Whizzard,” as he was known, would never find it in himself to pronounce his brainchild finished.

In the end, though, Avalon was released, under a different name and unexpected circumstances. Mike Berlyn was so inspired by the experience of co-authoring Zork: The Undiscovered Underground in 1997 that he decided to start a company of his own to try to revive the market for commercial interactive fiction. This would probably have been a quixotic endeavor even if the enterprise had been well funded, promoted, and managed, which it was most definitely not. Cascade Mountain Publishing released just two text adventures before closing up shop with no more fanfare than it had arrived with. One was Mike and Muffy Berlyn’s Dr. Dumont’s Wild P.A.R.T.I., a game which comes and goes without leaving much impression on this reviewer. The other was Kevin Wilson’s Once and Future, renamed thusly to avoid possible confusion or legal trouble with the dozens of other media properties that used the name “Avalon” in one way or another. On November 28, 1998, SPAG devoted a special issue just to reviewing it, from no fewer than six different critical perspectives. (No one complained; everyone could agree that Kevin Wilson had done so much for the community that he could be forgiven a little bit of self-dealing — and anyway, he wasn’t even the magazine’s editor anymore by that point.)

Alas, it turned into a sad case of much ado about nothing. Promotion and retail distribution were nonexistent from Cascade Mountain’s side, and it seems unlikely that either of their text adventures ever sold more than 100 copies. As revivals go, it was a pretty thin gruel. It turned out even most of the existing interactive-fiction community didn’t care to plunk down $25 for a text adventure that came on an actual disk in an actual box.

So, Once and Future, which had had a legitimate claim to being the most hotly anticipated game within the community for several years, vanished into the memory hole with breathtaking speed. A year after that special issue of SPAG, you would be hard-pressed to figure out from the discussions on the community newsgroups that a game called Once and Future — or Avalon, for that matter — had ever existed. A belated release as freeware in January of 2001 did little to help its profile. It got short shrift even then, being written off as an awkward relic of the community’s recent past, too old to be exciting but too new and too unpopular to activate the nostalgia gene.

I’m not quite prepared to call Once and Future’s neglect a crime against the ludic arts. If Kevin Wilson actively wanted to drive off potential players, he could hardly have come up with a better way to do so than by opening his game with a lengthy (and unattributed) quotation from Le Morte d’Arthur in the original Middle English. (I’m sorry I had to subject you to that, by the way.) In many ways, Once and Future comes off as exactly what it is, a game written by a bright but less than culturally sophisticated fellow who was still in his teens during most of the years he worked on it. It’s all too easy to write the game off as a grab bag of the pop culture the young Kevin Wilson was consuming, assembled with little regard to how well the pieces fit together, or rather fail to do so. The Vietnam War plays a supporting role to King Arthur, and the whole thing wraps up with the player thwarting the assassination of President John F. Kennedy, leaning hard into the exasperating, deeply ahistorical Baby Boomer fantasy that doing so would automatically have prevented Vietnam and much else that went wrong over the ensuing decades. Structurally, the game is a slavish tribute to Brian Moriarty’s Trinity, straining to evoke the same sense of historical tragedy, without as much success. And it’s conspicuously unfinished to boot. The geography of the climax, which was once envisioned as a companion piece to Trinity’s masterful re-creation of the first test of an atomic bomb, is just a handful of nearly empty rooms with optimistic names like “Inside the Texas School Book Repository.”

And yet I just can’t bring myself to dislike Once and Future in the way that my inner critic says I ought to. (Those looking for a foolish consistency in these reviews should note that there’s a game below that I like much less than I ought to, so it will all balance out before we’re through.) Even at its most gawkish, Once and Future never ceases to be likable. It just wants so badly to show you a good time, wants so badly to be awesome. Even with its literary infelicities and occasional sketchiness of implementation, it remains surprisingly playable. Although it’s a very big game, its bigness is divided into discrete areas that never feel overwhelming. The puzzles found within each of them are nicely balanced between trivial and frustrating — fun to solve, without ever making you work too hard. There’s little danger of locking yourself out of victory unless you’re being aggressively irresponsible. In many ways, in other words, Once and Future is actually more modern in sensibility than it first seems.

To be sure, this is a game that resoundingly fails to put its best foot forward. Yet the overwrought writing above — “the pale lamp casts dark shadows across the room and onto your faces, even as this war does the same to your souls”; oh, my lord — gradually gets a lot better as you go on. Some have suggested that this is a byproduct of the game’s long gestation and Kevin Wilson’s steady improvement as a writer over the course of it, a theory which strikes me as completely reasonable. It may be going too far to say that Once and Future transcends itself — it remains intermittently gawkish from start to finish — but at certain times and places Wilson connects with a deeper vein of myth. He finds an Avalon that is not the one of Monty Python and the Holy Grail, nor even The Once and Future King, the book from which this game obviously draws its final title. It’s a before-time of primordial mist, a literal landscape of myth: “The forest and the land seem to thrum beneath the gentle caresses of the wind, singing you a tender lullaby. Far, far away you can catch the faintest hint of a flute player, blowing a soothing air that you can almost, but not quite, recognize.”

I’m just about willing to accept that all of this might be a product of free association on my part, that my critical faculties might have been irreparably undermined by my love for all those mystical 1980s records of Van Morrison. But still: Once and Future delighted and even moved me from time to time, in between inadvertently making me giggle. Not many games can produce such a combination of reactions. So, don’t read too much into the well-nigh unreadable extract you see above. Check the game out; give it a chance. You might just like it in some of the same ways that I did.


The Mulldoon Legacy by Jon Ingold

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Tangled trees whip past your face as you run, stumbling and tripping through the bushes in the forest. Your breath is coming in short gasps. Not far behind are the shouts and clatter of the men chasing you. You are a young boy, and you have just shot one of the King’s deer. In your hand you clutch the piece of blue coral, snatched from the neckband of the beast.

Tangled Forest (as a young boy)

You know the woods backwards, the shaded bowers, the winding roots and scurrying creatures in damp earth. But now you are lost, or not looking where you go as you run. The sunlight flickers through the green leaves like the flash of blades. The only sounds you hear are your own laboured breathing, your pumping heart and your pursuers; getting closer.

The Mulldoon Legacy is another text adventure written by a precocious teenager who would go on to a long career in another field of gaming; whereas Kevin Wilson wound up designing board games for Fantasy Flight Games and others, Jon Ingold co-founded Inkle, a maker of award-winning narrative-driven digital games like Sorcery!, 80 Days, and Heaven’s Vault. He tells us in his introductory notes for this, his very first game, that he “wrote this when he really should have been getting on with his A-levels.” The air of tossed-off casualness is perhaps affected, for this is hardly a casual affair, but rather an enormous puzzlefest that is polished, tantalizing, and well-written in equal measure. Once and Future often feels like the work of a teenager; The Mulldoon Legacy, not so much. Where the one is gushy and excitable, the other is cool and collected.

There’s a mystery here to be slowly uncovered, but this game is really all about the setting and the puzzles. The former is a sort of magical museum, a place of intrigue and deception where anything can happen and nothing is quite what it seems. The latter are staggering in their sheer quantity and variety, being of every conceivable type and level of difficulty.

It’s abundantly obvious right from the start that Graham Nelson’s landmark Curses! was a massive influence on The Mulldoon Legacy. The same sense of whimsical magical unreality pervades this game. The sturdy structure as well is the same. After the introductory dream sequence shown above — a sequence which might lead you to expect a more plot-heavy experience than you will actually get — the game proper begins with you standing outside the museum, with access to only a couple of locations. From first to last, this game’s definition of progress is refreshingly literal: you spend most of your time seeking ways to open up the next piece of its geography. Once you penetrate a new space, you invariably find a new set of puzzles, along with some more objects and clues to help you make progress here or, more commonly, with one of the other real or metaphorical locked doors you’ve been banging your head against elsewhere in this ever-growing museum. Sometimes — again, much like in Curses! — you exit the confines of the museum to enter other dimensions of time and space, where you can suddenly find yourself in the role of a James Bond-like secret agent or the captain of a spaceship. But you always come back to the museum in the end, to ferret out some more of its secrets and force the score counter up a little more toward your goal of 256 points. These are dealt out sparingly, in ones and twos, and every one you are given feels well-earned.

As it does in Curses!, tying progress writ large to geography here works really, really well. It keeps The Mulldoon Legacy from ever feeling quite as daunting as its size suggests it should, helps to avoid that sinking feeling of wandering around through dozens of rooms and poking at dozens of puzzles without knowing where to begin. Even as it learns from the master, however, The Mulldoon Legacy lets us know that it was written more than half a decade after Curses!. It tries — perhaps not entirely successfully, but it tries — to keep you from stumbling into the walking-dead situations that I found so frustrating in Curses!, and it’s better about giving feedback and subtle nudges as you experiment with the environment. Even when I was incredibly frustrated, I had the desire to stick with it in a way I didn’t when I played Curses!.

Indeed, this game pretty well consumed me for quite some weeks last summer. I solved it without a hint, a fact of which I am inordinately proud. It wasn’t easy; my Lord, was it not easy. Do you want to know how determined I became to beat this game on its own terms? So determined that I brute-forced one math problem by typing in each of several hundred combinations, one by one, until I stumbled upon the right one. My wife looked at me like I was insane when she saw what I was doing, and she was right to do so; a productive use of my time this was not. But such are the wages of obsession. (For the record, I still don’t understand the math problem…)

If you truly want to test your mettle as a puzzle solver, The Mulldoon Legacy is an excellent game to do it with. The puzzles are often hard, but I can’t call any of them blatantly unfair. (No, not even the math problem.) In that sense, it’s a 1990s version of Infocom’s Spellbreaker — only much, much bigger.  Even though I played it in the bright days of summer, I find that I associate it in my mind with Christmas; it’s something to do with the atmosphere of a cold, dark winter’s night, not to mention the inverted Christmas tree you find hanging in the museum’s lobby. Call it a Christmas game, then, in the same sense that Die Hard is a Christmas movie. But whatever time of year you choose to tackle it, The Mulldoon Legacy will give you all you can handle and then some.


Not Just An Ordinary Ballerina by Jim Aikin

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It’s Christmas Eve. Rather late on Christmas Eve.

Just this afternoon your darling 7-year-old daughter Samantha announced that fully a week ago she mailed a letter to Santa Claus asking for Sugar Toes Ballerina, the unbelievably sought-after, impossible-to-find fad doll of the decade. Unwilling to see little Sam heartbroken on Christmas morning, you frantically phoned every toy store in town. Miraculously, you found a shop that claimed to have a Sugar Toes Ballerina in stock!

But that was two hours ago — before the flat tire. Now it’s getting dark, and icy weather is closing in. The address you were given, on the outskirts of town, has proven to be that of a dilapidated and disreputable-looking shopping center — not a modern chrome-and-neon strip mall, either, but a hulking two-story structure that looks to be the ill-favored offspring of a fairy castle and a canning factory. The shopping center is tucked well back from the street among brooding skeletal trees. Other than a few dim yellowish lights that show no trace of holiday spirit, the building is shrouded in gloom, and yours is the only car in the parking lot.

The Parking Lot

Except for your car and the dirty snowdrifts in the corners, this broad expanse of pavement is entirely empty. The wind whistles a little, and instinctively you hunch your shoulders and turn up your collar. The dark bulk of the shopping center squats in decaying splendor to the south, and a paved walkway leads in that direction.

Jim Aikin has been the interactive-fiction community’s resident lovable curmudgeon for a good long while. An accomplished cello and keyboard player, former editor of the now-defunct Keyboard magazine, author of fantasy and detective novels, and unrepentant grammarian, he knows for a fact that he can write much better than you can, whoever you happen to be. I’ve been dropping into his blog from time to time for what seems like forever, just to see what he’s been getting up to. Somehow it’s nice to know that he’s still plugging away at his creative interests, even as he’s constantly complaining about the lack of remuneration and recognition they bring him. He’s mostly on the same side as me when it comes to the Big Issues of the day that he takes up, but he does tend to ram his opinions home with a pile-driver where a softer touch might prove more persuasive. He’s a world-class grump with a heart of gold. A man with the preternatural ability to spot the one cloud lurking at the margins of any given clear blue sky, he’s been vacillating between denouncing the text adventure as a bastardized, inherently unsatisfactory form of media and releasing new text adventures of his own for as long as I’ve been aware of him.

All of that began with Not Just an Ordinary Ballerina, which popped out of nowhere in 1999, just a few months after The Mulldoon Legacy. (This is kind of a trend for epic text adventures: as often as not, they seem to be the work of completely unknown authors who arrive out of the blue from what might just as well be an alternative dimension.) Like Jon Ingold, Aikin was inspired by Curses! to make a game of his own. You can spot its influence not least in the way that his game too makes a magical-realist mountain out of the most ordinary of molehills: here, the buying of a Christmas gift for your daughter replaces a hunt in your attic for a map of Paris. Yet Aikin was far less aware than Ingold of the dialog that had going on in interactive-fiction circles since Curses!. He has since admitted that he filled his game with mazes — about half a dozen of them, constituting hundreds of empty rooms in the aggregate  — because he honestly didn’t know that the cognoscenti now considered them beyond the pale. Not Just an Ordinary Ballerina was in no sense of the word fashionable, even in 1999, but it has a lot to recommend it if you love to untangle an intricate web of tough, crunchy puzzles.

For me, the simultaneously best and most disappointing aspect of the game is the setting, a down-at-the-heels shopping mall just after closing time on Christmas Eve. If anything, it feels more resonant today than it must have back then, what with the decline of retail capitalism that has left the United States littered with so many zombie shopping malls. My disappointment comes from the fact that, for all that Aikin describes the mall with vivid precision, he never leans into the theme the way he might have, never tries to draw out a deeper critique of the culture of conspicuous consumption that produced and then abandoned these spaces, whose sense of vacant sterility is only increased by miles of Christmas lights and piped-in Mariah Carey songs. He’s content to use his mall as merely a setting for an adventure game, with tons of opportunities for puzzles tucked within its twenty or so separate shops of every imaginable description. And this is of course fine. A reader isn’t entitled to criticize a writer for failing to ride his preferred hobby horses. (Thus says your humble critic, having just done so.)

When all is said and done, then, Not Just An Ordinary Ballerina is about its puzzles, which are as numerous, as varied, and as frequently difficult as those of The Mulldoon Legacy. One of the very first that you need to solve in order to get anywhere at all involves converting numbers between the familiar base-ten system and two other bases. (No, computer programmers, these aren’t base-sixteen or even base-eight.) If an exercise like that sounds like fun to you, know that there’s a lot more fun of a similar nature to be had here. If it doesn’t, it’s probably best that you stay far, far away from this one. The same dynamic applies to sitting down to map some absolutely ginormous mazes.

The mazes aren’t my biggest issue with this game; I actually find the things oddly soothing to map out from time to time. But Not Just an Ordinary Ballerina does have two other weaknesses that cause it to fall down a bit in my estimation when I compare it with The Mulldoon Legacy. The one is the decision to open up a huge swath of the world after the player has solved only a few preliminary puzzles; this makes it feel confusing and overwhelming in precisely the way that The Mulldoon Legacy mostly manages to avoid, sending you trekking endlessly back and forth over the map trying to figure out where you should be focusing your efforts. (It doesn’t help that there’s an inventory limit, meaning that you can’t even carry everything with you everywhere, but have to make the rounds in relays from wherever you’re stashing your loot.) The other problem is the multitude of opportunities to lock yourself out of victory. I’m not sure that any of these traps were really intentional on Jim Aikin’s part, but neither does he seem to have expended much energy trying to steer you away from them in the way that Jon Ingold did. The knowledge that you might do something now that will leave you stuck hundreds of moves later is a kind of stress that very few players enjoy.

On the other hand, Not Just an Ordinary Ballerina does do one better than The Mulldoon Legacy in another respect: it sports a comprehensive hint system built right in. So, you can kind of set your own rules for how you play. For instance, you might give yourself permission to look at the first, vague hint relating to each puzzle as a matter of course. I’m a big supporter of games of all types that let you play them your way.

That said, I must admit that I did bounce off Not Just an Ordinary Ballerina before I collected more than a quarter of the points. The issue may have been one of simple timing. I jumped into this game right after finishing The Mulldoon Legacy; maybe I just wasn’t up for another drawn-out intellectual death struggle. I can say, however, that I still feel a little bit bad about failing to stay the course. I might just revisit this game at some point, if I can ever find the time. Maybe in my dotage, when I will have need to something to keep the old synapses firing properly. If ever there was a game to fill that bill, it is this one.


Worlds Apart by Suzanne Britton

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Lost.

Something is lost -- something that permeated through to the deepest waters of the ocean. You feel a tingling, then a burning at the back of your neck, a burning that spreads throughout your body as gills struggle for oxygen that isn’t there any longer. The silence within turns into silent panic. You try to ascend to the surface, but the not-water closes in around you with the weight of solid rock. It is at once solid and suffocatingly empty, and there is no channel of escape.

Readers, this is the most painful of these reviews for me to write because I know going in that it won’t do justice to the game in question. Worlds Apart, a text adventure released by Suzanne Britton during the last fortnight of the twentieth century, is a genuinely important work in the interactive-fiction canon, with a critical reputation that has only grown over the years. It is currently the second highest-rated game of the 1990s on The Interactive Fiction Database, behind Michael Gentry’s perennial Anchorhead. There is no doubt in my mind that it deserves its reputation, being a rare member of a nearly nonexistent breed, a huge text adventure that isn’t a puzzlefest at bottom. Yet neither can it be dismissed as just another short story — or rather novel in this case — where you have to type something from time to time in order to be given permission to read the next page. Worlds Apart presents a true interactive world for you to explore. But it shames and saddens me to say that I just can’t bring myself to care about it the way I should.

All readers have blind spots. (Your humble critic says, knowing he needs to mount some sort of defense of himself.) One of mine is a certain stripe of fantasy fiction — embarrassingly enough, the more serious and literary stripe, the kind that prides itself on not just being a gloss on some historical earthly culture or established set of tropes, that tries to present a new world with absolutely no relation to our own. I recognize the creative effort that goes into such fictions, but I have no interest whatsoever in reading them. I find them utterly irrelevant to my life as a human being on Planet Earth.

Sadly for me (and for those of you expecting a proper review), Worlds Apart is this kind of fantasy fiction. “For over twenty years, I dreamed about an alternate universe I called the Higher World,” Suzanne Britton tells us. “For three of those years, I poured almost all of my creative energy into a novel-length story set in that universe.” Playing Worlds Apart, it’s easy to believe that it would have taken that long to make. The prose is consistently vivid, particularly when it comes to the descriptions of nature. (I wasn’t all that surprised to find out that Britton is an excellent nature photographer as well as writer.) Britton has invented a full-fledged alien society, complete with castes and classes and social mores, which resembles none of the ones found on Earth in any but the most tangential ways. Her characters are not humans, not even terribly human-like in the way of your stereotypical elves and dwarves and hobbits, and yet they act believably within the framework she’s set up. All of this is extraordinarily difficult to do at all, much less do well. And Suzanne Britton does do it well.

Because I could see from the outset that Worlds Apart is objectively Good, I gave myself a stern talking-to going into it, ordering myself not to be dismissive. I went so far as to open a window for note-taking — notes which entailed not lists of puzzles and objects and clues, as they usually do, but rather lists of characters and a lexicon of the strange words I encountered. In the end, though, the creeping sense of ennui did me in, as it always does when I try to force myself to care about this type of fantasy fiction. This is 100-percent my problem, not the game’s or its author’s.

By way of offering some kind of relevant criticism, however, I will just note that the game isn’t completely free of the issues which always tend to dog the more forthrightly literary, puzzle-less or puzzle-lite strains of interactive fiction. At times, I found myself stuck in conversations that I couldn’t figure out how to end, hunting about for an arbitrary keyword or just waiting for an arbitrary number of turns to elapse. And I found some of the puzzles that do exist quite obscure, a matter more of figuring out what the author wanted to happen next in the story than asking myself what I would do in the situation before me. I do harbor a vague suspicion, as I do so often when I run into these kinds of works, that Worlds Apart might have turned into an even better version of itself if it had ditched the parser and gone with a hypertext engine. Then again, my inability to work up much of an interest in the story and setting surely made me less patient with its foibles than I might ideally have been.

So, don’t let my carping put you off too much. Some people have described playing Worlds Apart as thoroughly entrancing, an immersive journey like nothing else they have ever experienced in an interactive work. I normally don’t include games that didn’t grab me in these occasional interactive-fiction roundups, simply because I write no more than one or two them per year, and I’d much rather accentuate the positive when I do get the chance. But with Worlds Apart, the problem is so clearly with the player rather than the game that I’ve made an exception. If you’re at all interested in interactive fiction, you owe it to yourself to give this game a try. The potential rewards are too immense not to.


Augmented Fourth by Brian Uri!

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“In ye go!” With a heave and shove, two burly guards in matching green tights toss you into Orchestra Pit. As the earthen sides rush past you and sunlight dims, you have the sinking sensation that perhaps “Ode to a Duck” was not the best choice from your repertoire...

Orchestra Pit, in Midair

The earthen sides of this pit look loose and near the consistency of mud. They seem to rush past as the speed of your descent increases.

Augmented Fourth is another fantasy game, but it is light-hearted and easygoing where Worlds Apart is ambitious and demanding. Philistine that I am, I got on much better with it.

This game never aspires to be anything more than a romp, but what a fun romp it is. Like its author, who was studying music, computer science, and mathematics at Virginia Tech when he wrote it, its protagonist is a trumpeter. In this world, however, music is magical. (Well, okay, it’s magical in our world as well, but here the magic is far more concrete.) Boiled down to brass tacks, Augmented Fourth is Infocom’s Enchanter, but with the spells in your spell book replaced by magical refrains you can play on your trumpet. Fortunately, it’s a sturdy conceit to build an adventure game around. And even more fortunately, Augmented Fourth is as clever and charming as the Infocom classic that so plainly inspired it.

This is by a considerable margin the smallest of the allegedly epic games I’ve covered today — maybe five hours or so if you’re taking your time, enough to call it fairly large by modern standards, but on nothing like the scale of the four games I’ve already written about. It’s also, by an even greater margin, the least taxing of the group. The puzzles here are all quite straightforward, but that doesn’t prevent the solutions from being loopy fun. This is one of those games that keeps you trucking along just to see what amusing nonsense it’s going to come up with next. It’s sharp and smart and funny without ever feeling like it’s trying too hard, which is not something I can say all that often about would-be humorous ludic fantasy.

Augmented Fourth evinces a crazy level of polish. The latest version dates from 2020, twenty years after the first release; this says something about Brian Uri!’s commitment to sanding off every single rough edge. I’ve heard a few people over the years say that it might go too far in this direction, if you can imagine such a thing is possible — that there’s an air-tightness about the implementation that some wish to conflate with soullessness. But these people are not me; knowing the sheer amount of work that goes into making something that feels as breezy and effortless as this does, I can only applaud the author for his efforts.

This is the only game on this list that I would recommend — would recommend full-throatedly, in fact — to someone who hasn’t played a lot of interactive fiction, or hasn’t done so recently. If all of those giant games above seem way too intimidating, fair enough: give this one a try. It won’t change your life, but it will make you smile. And sometimes that’s all you really need, isn’t it?


And now for something completely different…


Aisle by Sam Barlow

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Late Thursday night. You've had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.

On to the next aisle.

Interesting... fresh Gnocchi -- you haven't had any of that since... Rome.

The aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.

You have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.

There is a brunette woman a few metres ahead, filling her trolley with sauces.

Just as the evolution of computing technology came to mean that the only effective barrier to the size of a text adventure was the energy of its creator, a rather perverse counter-movement started up, determined to see how small you could make a work of interactive fiction and still deliver a reasonably coherent experience. The first Competition of 1995 featured a game that took place entirely in one room, and it wasn’t even the first of its kind. In 1999, Sam Barlow pushed this trend to its ultimate extreme, by making a “game” that consisted of just a single turn.

Some of you may recognize Sam Barlow by name. Like Kevin Wilson and Jon Ingold, he’s one of a surprising number of authors from interactive fiction’s amateur scene who went on to careers in more commercially viable forms of gaming. Barlow has been making a heroic effort in recent years to resuscitate on a sounder basis the old 1990s vision of the interactive movie that is built from live-action footage of real human actors. Although I haven’t played any of them myself — too many old games on the syllabus! — each of Her StoryTelling L!es, and Immortality has garnered strong reviews.

Long before any of that, though, there was Aisle. As you all have doubtless gathered by now, I tend to be rather skeptical of interactive fiction’s avant garde, but this game really works for me. The scene is the interior of a grocery store just before closing time, when most of the shoppers have gone home to their families, leaving only lonely stragglers like you to haunt the aisles, filling up their carts with microwave dinners and beer. In this aisle of the store your attention is attracted by two things: a woman you’ve never met and a bag of gnocchi, which reminds you of a trip to Rome. You have one turn to do something.

In truth, calling Aisle a one-turn game is a bit of a cheat. It explicitly tells you that it’s meant to be played over and over. You can only begin to properly interrogate your relationship with Clare, the woman you were with in Rome, once you’ve learned that name from one of the ending paragraphs.

Aisle isn’t an internally consistent story space, and this is arguably its biggest weakness. While most of the endings cast you as a jilted lover, some of them rather jarringly rejigger that picture so that you and Clare are still a happy couple. A few others cast you as an addled religious fanatic, or just a plain old psychopath. I don’t know quite how I feel about this; it seems to some extent a betrayal of the central premise. On the other hand, maybe it reveals a deeper truth, about how unknowable and unpredictable the life and thoughts of any random person we might see in a grocery store really are. It’s not as if the game isn’t upfront about its approach; it says at the outset that “not all of the stories are about the same man.”

All I can say for sure is that Aisle intrigues and moves me more than I would think it would if you just told me about it. For the record, the most evocative ending that I’ve found is this one, what with the ocean of isolation and loneliness it reveals, the modern condition of way too many of us in this strange hyper-digital age of ours.

>x trolley

The trolley is a small cage of steel with bent rubber wheels. Full of your shopping: meals for one, drinks for one (well, drinks for several, but hey, who's counting?).

Gnocchi for one wouldn't really work. You settle for spaghetti and continue on to the next aisle.

Happy holidays, everyone. In the coming year, may we all find ways out there in the real world to lessen our own isolation and that of others.

Thursday, 18. December 2025

Choice of Games LLC

“Undying Fortress”—Save the kingdom from death herself!

We’re proud to announce that Undying Fortress, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app. It’s 40% off until December 25th! Yeonsoo Julian Kim’s other Choice of Games title, The Fog Knows Your Name, is 30% off for this week as we

Undying FortressWe’re proud to announce that Undying Fortress, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app. It’s 40% off until December 25th! Yeonsoo Julian Kim’s other Choice of Games title, The Fog Knows Your Name, is 30% off for this week as well!

Can you and your magic sword save the kingdom from death herself? Infiltrate a tower full of skeletons, decipher its secrets, and escape with your team!

Undying Fortress is an interactive dark epic fantasy novel by Yeonsoo Julian Kim, author of The Fog Knows Your Name, where your choices control the story. It’s entirely text-based, 500,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

For centuries, a mysterious fortress has floated above the kingdom of Serendal. Now it has fallen—and all of its secrets, treasures, and monsters are within reach.

You have fallen, too. After expulsion from the Imperial Academy cut short your studies as an aspiring knight-scholar, you turned to the life of a mercenary. Wielding your family’s legendary blade, Wicked Fate, has won you a certain degree of fame and fortune, but now the ancient fortress presents the opportunity to climb much much higher.

Enter the tower with a motley group: fighters, spellcasters, and thieves; former friends and mentors from the Academy; even a prince of the realm. Within lurk countless skeletons, shambling Afflicted, ferocious flying creatures cobbled together from bones, and more. Commanding them is the fearsome Carrion Mother, an ancient deity long suppressed by the royal family. Only you and your companions will learn the secrets that Serendal’s rulers want to keep hidden.

Fight off undead monsters to protect Serendal, or learn to wield forbidden mortuary magic and get the creatures to do your bidding. Uncover ancient secrets that may shake the realm to its core, or keep them hidden and become the power behind a new throne. Win glory with your magic sword and prove that you are worthy of knighthood, or just gather treasure to come out of this the wealthiest mercenary who ever lived.

  • Play as male, female, or nonbinary; gay, straight, or bi.
  • Choose your specialty: weapons, stealth, magic, negotiation, or scholarship.
  • Romance a mercenary comrade-in-arms, a loyal and confident swordswoman, a spellcaster friend-turned-rival, a trickster prince, a cursed guard, or even a terrifying necromancer.
  • Fight bone wolves, shambling undead, and other horrors to reach the heart of a magical fortress.
  • Unlock the secrets of ancient magic to command an army of skeletons.
  • Shatter the boundaries of time itself to right ancient wrongs and cross dimensions to rescue your friends from the land of the dead.

The Undying Fortress awaits!

We hope you enjoy playing Undying Fortress. We encourage you to tell your friends about it, and recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.

Wednesday, 17. December 2025

Renga in Blue

Old Father Time (1983)

While concerts at Stonehenge on the summer solstice had been around since the 1890s, attracting crowds in the thousands, it wasn’t until the 1960s that “rowdy behavior” had started to annoy the locals enough to coax them into installing temporary barbed-wire and restricting access; only Druid revivalists were allowed starting in 1964. Despite this prohibition, […]

Liverpool and Stonehenge, the two important locations for today.

While concerts at Stonehenge on the summer solstice had been around since the 1890s, attracting crowds in the thousands, it wasn’t until the 1960s that “rowdy behavior” had started to annoy the locals enough to coax them into installing temporary barbed-wire and restricting access; only Druid revivalists were allowed starting in 1964.

Despite this prohibition, hippies kept showing up on the solstice anyway. One police report indicated “people came and strummed guitars in the field next to the monument”. The popularity of solstice gathering remained and in 1969 a group of two thousand crashed through the fence, interrupting the Druids who were busy with their own ceremony. This eventually led to Phil Russell, a “hippy icon” also known as Wally Hope, founding the Stonehenge Free Festival. The first happened in 1974, advertised by hand-written flyers from Russell himself.

Every Day is a Sun Day. Every One is a Wally. Every Where has a Heart. Every Festival is a Cosmic Battle Honour. Every Body is a Department of the Environment.

After the festival was over a group of 30 people calling themselves the “Wallies of Wessex” stayed in order to “discover the relevance of this ancient mysterious place.” They were evicted but simply returned later.

The festival tradition continued the next year as well, although Phil was not able to attend (he had been arrested for possession of acid); even after Phil died under mysterious circumstances in 1975, the festival kept going. Quoting my main source:

…when over 5,000 people turned up for the Stonehenge festival, hundreds of the festival-goers staged an invasion of the temple on the day of solstice, honouring Phil’s memory by scattering his ashes from a box, inscribed with the epitaph ‘Wally Hope, died 1975 aged 29: a victim of ignorance’…

The festival became a movement of freedom, sort of akin to the earlier iterations of the Burning Man festival in the United States. Hippies and travelers used it as a reason to gather, and the academic Kevin Hetherington notes that Stonehenge was “a kind of space in which people could do things that they couldn’t do anywhere else.”

The druids kept coming, even as the crowds got larger. Photos of the 1980 festival by Paul Seaton.

One of the attendees in the early 80s, when the crowd had reached tens of thousands, was a young Matthew Smith (born 1966), a celebrity of the British computing scene. He created an absolute sensation when he published Manic Miner with Bug-Byte Software (1983).

He had started programming in 1979 when he received a TRS-80, and even after the Spectrum ZX came out he still did his writing on a TRS-80. (Compare this to The Hobbit, which similarly was a port from TRS-80 to Spectrum as it used the same underlying chip.) From Matthew:

I did some of the graphics for The Birds And The Bees and then did Styx for Bug Byte. But Manic Miner took just eight weeks. There were 20 levels, but I did most of the testing on the first level. Once it was going, then it was just about designing the levels.

To modern (especially modern non-European audiences) it might seem puzzling looking at the game now, but it was a sensation. He did things with the graphics and sound that seemed impossible for the ZX Spectrum (the sound plays continuously, which was essentially unheard of; as Matthew explained “you simply interrupt the action very frequently to send a signal to generate a tone”). Even a modern take calls it “the ZX Spectrum platform game — not equalled for many years.”

Due to payment issues (Bug-Byte owed 25,000 pounds at one point, according to Matthew) and the fact he had a “loophole” in his contract, he soon withdrew publishing from Bug Byte and left with Alan Maton to form his own company, Software Projects. (For a while, there were two versions of Manic Miner, one sold by Bug Byte and one by Software Projects; Bug Byte could keep selling the game as long as they still had stock.) The follow-up to Manic Miner, Jet Set Willy, was as hotly anticipated an item as software could be in the 80s. Alan Maton, Matthew’s business partner on the new venture, said:

Everyone went mad trying to rush them into the shops. We had people turning up at our offices all through the night — one guy flew up from London by plane, rushed in with his docket, collected his copies and flew back on the same plane which he had waiting for him.

Despite the influx of new money, Matthew was still not only a young teenager but one inclined to attend hippie Stonehenge festivals and (allegedly according to the press) he was “partying, getting drunk and falling over a lot” and there were later allegations of “debauchery” and a “self-destructive” spiral, potentially induced by so much fame and expectations. Even when making Jet Set Willy he was under immense strain.

Well, there was a lot of pressure, when you’ve had a success the pressure to follow it up is even more than there was to produce the… to succeed in the first place. And a lot of the pressure is supposed to be supportive, but it becomes actually just a nuisance. Like people waking you up because you’re sleeping too long and things like this… if you’re like having trouble finishing something, if you wake somebody up every time they’re alseep they’ll get it done quicker. It’s just like, I mean, probably anyone who’s had any success with anything has felt that kind of pressure… and some of them haven’t buckled under it. But I was buckling.

I should be careful to note despite the two games (Manic Miner and Jet Set Willy) being Software Project’s two best selling game by far, they do have a catalogue of other games they produced while still alive, including Spectrum ports of Dragon’s Lair, Lode Runner, and the Sierra On-Line educational game Learning With Leeper.

From Spectrum Computing.

After his two-fer of best-selling games (and an effort to create “Manic Miner III” that was aborted after four months) Matthew Smith eventually disappeared for a time and became a legend. He re-surfaced in the 2000s and started to give interviews. In 2013 a psychedelic band named The Heyze immortalized him in song on a concept album.

Now we need to step back to 1983, because Matthew Smith is not our author today, but rather a 14-year-old D.J. Coathupe (also known as “Dave Coathupe” or “David Coathupe”). He had gone to a Bug-Byte in Liverpool with a text adventure he had written in BASIC for the BBC Micro.

I had no formal knowledge of programming … I remember being so proud of my 28 pages of code that I’d show family friends the length of the printout, rolling it out across the lounge floor.

While there Alan Maton showed him Manic Miner, which hadn’t come out yet. Dave was impressed, deciding (after the game became a hit) to make a BBC Micro conversion.

I hand copied the levels onto graph paper and wrote a small program to extract the character animations from the Spectrum version. I purposely mirrored the music from the Spectrum version despite the BBC Micro having more audio capability.

In order to get the game to work in high-resolution mode as he wanted he needed to do fancy screen-swapping tricks (“post Vsync timer interrupts using the 6522 VIA chip and then reprogramming the video control chip mid screen refresh and back again at the end of the frame”) which unfortunately caused flashing on some monitors but clearly indicated a technical proficiency. Despite Coathupe making the port all on his own, Maton was impressed and the game was published by Software Projects.

The royalties bought me more computer hardware and introduced me further into the Acorn computer scene.

This was when Software Projects was falling apart. (Jet Set Willy 2 came out, but that was the result of taking a CPC version of Jet Set Willy — which added levels — and backporting it to Spectrum, rather than any kind of new initiative on Matthew Smith’s part.) The timing here possibly helps explain why Jet Set Willy never made it to BBC Micro and Dave stayed away from games for a time. After graduation Dave instead went on to work on graphical utilities like image processing software for the Acorn Archimedes and the ill-fated desktop publishing program Tempest (which probably was never released). He eventually got back into games (still in graphics, now 3D), but we are floating way past the target, those 28 pages of code in BASIC our author was so proud of.

Via the Museum of Computer Adventure Game History.

Old Father Time’s staff and hour glass have gone missing and you need to find them “before the sands of time run out.”

Unusually for a BBC Micro game, text is in ALL CAPS. I am not sure the reason for this.

The game starts in what appears to be a standard forest maze. I spent a fair amount of time trying to map it imagining there were loops and dead ends everywhere.

It eventually dawned on me that this was not a maze but rather a regular grid, and in fact the best way to start was to simply go through each square of the grid and plot it out. The star below is the start point.

Along the edge, each room states “YOU ARE THE EDGE OF THE FOREST DO NOT VENTURE OUT OF IT WHATEVER YOU DO.” Disobeying this direction causes the player to “FLARE UP IN A PUFF OF SMOKE”.

(The fact you have been “summoned” and this curious behavior here makes me think we’re not supposed to be a “human” protagonist but rather some sort of daemon or sprite. We never get details on that aspect.)

One room has a “tall tree”:

The important command here is not GET LEAVES but MOVE LEAVES; there are four places where you can find things this way. Two are simply clues (marked on my map with green leaves).

The second clue (about digging for a key) will get used quite shortly; the clue about NOT AN OBJECT YOU MUST DROP is sort of a meta-clue which applies through the whole game. You are not allowed to drop things in general (they’ll vanish in a poof) and this ends up being very important for the end of the game.

The other two leaf-hidden things are objects: a bag of gold coins and a magic rod. In case you’re wondering, no, this is definitely not a “treasure hunt”, the gold is meant for a specific use case. To the east of the gold coins there’s a sign about “YOUR DESTINY LIES TO THE EAST” and if you go east you will eventually reach a cave with a boulder.

?MOVE BOULDER
YOU ARE AT THE ENTRANCE TO A CAVE. THERE IS A LARGE BOULDER BLOCKING THE WAY IN. YOU ATTEMPT TO MOVE THE BOULDER BUT IT IS MUCH TOO HEAVY FOR YOU.

“WAVE ROD” dispenses with the boulder (you can “LEVER BOULDER WITH ROD” as well but I only found this out looking at a walkthrough later).

To the west and east are “small damp caverns” that are apparently empty; based on the hint from the leaves, we’re supposed to go east and DIG three times.

After this, I took the key back to the door and … couldn’t open it. I tried UNLOCK DOOR and UNLOCK DOOR WITH KEY and USE KEY and INSERT KEY; it doesn’t help that the game has a weird “follow-up question” prompt it will sometimes use.

If you see the follow-up prompt, you’re doing it wrong. Also if you don’t you’re probably still doing it wrong.

I finally hit upon — well actually, no I didn’t hit upon, I got so befuddled I checked the walkthrough and found it wanted OPEN DOOR WITH KEY.

YOU INSERT THE KEY INTO THE LOCK. THE DOOR LETS OUT A LOUD CREAK! AND SWINGS OPEN.

There’s a second nasty trick right here I’ll come back to, but let’s look at the general map for this area first:

If you go all the way north and try to go east, you get fried by a light beam

The x5 part is a corridor where there are letters “too dim to read”, and we’ll get to those in a moment.

Without any real prompting or hint, you’re supposed to DIG at the catacombs. This will reveal “GEMS” that “ARE SET IN SUCH A WAY THEY MAKE A WORD” which is “EQUILIBRIUM”.

AS SOON AS YOU’VE READ THE WORD THE SOIL FALLS BACK OVER THE ROCK.

I tried the word everywhere, and you’re supposed to notice there’s two different messages that get displayed. In most rooms it says…

NOTHING HAPPENS.

…but if you are at the far end of the hall next to the deadly light, it says…

NOTHING SEEMS TO HAPPEN.

The game is going meta. In a pragmatic, physical sense, there is no difference between the two results; rather than engaging with a game just at a conveyance-of-plot level, you’re supposed to get at it as a piece of software, and since the two messages are different, nothing seems to happen means that the light is no longer deadly.

From here I was very stuck and I needed the walkthrough again. This is yet another meta-moment — or at least I think the author considered it that — but it comes across as a bug instead. After you dig and see the word EQUILIBRIUM, you can LOOK and you’ll see a LAMP in the room. If you leave and come back later and LOOK, the lamp won’t be there, so this isn’t even a matter of “you didn’t notice a lamp physically there” but rather a lamp only appears because you typed LOOK after typing DIG. This just doesn’t make physical sense any more.

At least I had some straightforward moments from here. With the lamp I could turn it on (or just type ON) and go over to the long corridor with the letters too faint to read. They spelled, individually, “EGMOA”.

EGMOA just gets the response “EH?” which the game was using for not-understood verbs, so I spent some time rearranging and got OMEGA.

NOTHING HAPPENS.

This is good! It means the verb was understood. While this was going on I wandered over to the southwest of the map and did LOOK (because of the weird lamp thing, I still don’t know the logic) and found a MIRROR in the darkness.

With the mirror and the word OMEGA in hand, I was able to get to the next part of the game.

To be clear: first you need to be holding the mirror to disperse the dazzling light, then you need to use OMEGA to warp to the next section. At this point, my inventory had: ROD, COINS, KEY, MIRROR, LAMP, although the LAMP doesn’t last long unless it gets turned off, because

A SWARM OF THIEVING MOTHS ATTRACTED TO LIGHT HAVE JUST STOLEN YOUR LAMP.

I needed the lamp back (just a game restore, and do OFF before OMEGA) but at least being in the darkness gave a hint as to what to do next.

Being invisible helps you get through the corridor, which has TERRY THE TROGLODYTE where AS HE GREETS YOU HE CLONKS YOU WITH HIS CLUB AND KILLS YOU. I don’t think I’ve played a Britgame with this much compacted weirdness and death and difficulty since Zodiac.

Doing things in the proper sequence: lamp off, wave rod, get through corridor, lamp on — leads to another difficult (or at least arbitrary) section which I managed to barely figure out.

While playing with verbs earlier, I knew that BREAK worked on things to vaporize them; this plus the common myth of “seven years bad luck” with a mirror let me to test BREAK MIRROR.

Whoops! Unfortunately things get even more arbitrary. To the north is a SMALL DARK ROOM where you SENSE SOMETHING MAGICAL but the game gives no further detail. I had neglected up until now to EXAMINE MIRROR (which at least I did because while I was trying to figure out how to avoid getting hit by the curse).

The genie comes out of the lamp via RUB LAMP, but unfortunately it isn’t like Adventureland and some other games where you just do it anywhere. The genie only comes out of the lamp while in the SOMETHING MAGICAL room, and I really don’t think there’s a hint; the game is just expecting people to keep testing everything everywhere, I suppose.

At least the mirror hint made it clear what to do after I summoned the genie.

While holding the STAFF OF POWER from the genie, you now can safely break the mirror and remove the dwarf curse.

HE GIVES YOU A GOLD RING AS A REWARD. THE CURSE IS DESTROYED BY THE STAFF OF POWER AND THE MIRROR IS RESTORED.

There’s additionally a nearby pit you can now JUMP safely down into. Previously, JUMP was fatal. (It’s a good thing the game is linear, otherwise this would be outright impossible.)

This leads to the final section of the game, and would you believe it gets even more unfair?

To start with, there’s a sword just to the south of the pit landing you can pick up (no writing or weird hints on it, it’s just a sword). A little bit farther there’s a MEDUSA, and as hinted at by the mirror, you need to be holding the mirror to survive engaging with the creature at all; sadly it does not cause a bounce-and-turn-to-stone thing like some games. Instead you’re supposed to use the sword to kill the medusa.

Except KILL MEDUSA WITH SWORD and CHOP MEDUSA WITH SWORD and STAB MEDUSA WITH SWORD don’t work, and astonishingly, this is intentional. The right verb to use is a puzzle. Go back to the hint: it very specifically says you need to “slay” the medusa, hence the only correct command is SLAY MEDUSA WITH SWORD.

Also, the serpents are independent and you need to SLAY SERPENTS WITH SWORD as well in order to get by.

YOU STRIKE OUT AT MEDUSA’S HEAD TO ENSURE ALL THE SERPENTS ARE DEAD.

Well. At least I could solve the next puzzle. It involves a waiting room followed by a marble room, except the marble room is a dead end. Based on the fact that switching between light and dark helped earlier, and just some old-fashioned intuition, I tried OFF while at the marble room and got a clue.

Back at the waiting room you’re supposed to WAIT many times in a row, and eventually a passage will open.

And here, at the very last room of the game, is where things get very very evil.

First off, back at the door much earlier, you’re supposed to GET KEY after using it; it sort of gets implied that it is stuck in the door, and I missed doing this the first time (the hint about hanging on to everything does meta-imply this is a problem that can come up, though). The key is used to unlock the chest: OPEN CHEST WITH KEY.

The key has the long-sought after hourglass, but if you pick it up and just try to book it out (to the north) you’ll die.

One helpful message is how if you GET CHEST the game says you are only allowed to take one item out of the room, and that isn’t it. The game is implying that you have to take very specific items out, namely the things of your quest given at the start: the hour-glass and the staff.

But — you can’t drop items! If you drop anything, it vaporizes on the ground and it makes you unworthy. (Mind you, the game never explains the logic of worthiness — you simply can’t get through, and it isn’t clear if there might be something else causing the problem.)

What works is the syntax of DROP ITEM IN CHEST or DROP ITEM INTO CHEST.

This is sort of a hint-based reality; with magic of course anything can happen, but on the player’s side the only motivation for trying this is to imagine there’s some way to defy the hint. There’s not even a good reason to assume you’re supposed to only have the staff and hour-glass (other than the weird comment about leaving with one item — but even that’s a bit deceptive, as the “one item” is the hour-glass and you get one-more item with the staff).

The End.

Those who have followed my journey enough know that this sort of outside-the-box thinking isn’t that outrageous for Britgames (see the Program Power version of Adventure, for instance). It isn’t like it was impossible for other countries to have the same meta-aspect, but something just seemed to be in the air in Britain to get Pimania and Urban Upstart and that modification of a Haunted House game that turned the undead into squirrels.

Maybe there was. Returning to Matthew Smith, when asked if there was any “mismanagement or irresponsibility” of his company:

I was at Stonehenge in ’84 but not in ’85. Things were getting heavy, man.

To explain: while the Stonehenge group always had a political bent, the early-80s had more overt action going on everywhere. The pressure from the Thatcher government — especially after the Falklands invasion — made it seem like the country was dying, and unemployment was on the rise (it didn’t even reach its peak until 1984, at 11.9%). Riots started rocking the country.

From one of the “Stop the City” demonstrations in 1984.

With Stonehenge in particular, and the 1985 reference Matthew Smith made, he was talking about the Battle of the Beanfield, one of those most infamous instances of police violence in British history. The government was putting its foot down: the festival was too wayward. Some accounts from the book Battle of the Beanfield:

I noticed policemen running amongst the traffic jam on the road, smashing windows. Six officers were in my mate’s crew cab van. I didn’t think they should be bundling him off for sitting in his van on the Queen’s highway. When I told them this, they told me to get lost or I’d be for it. The next thing I know, I turn round and there’s eight policemen with truncheons raised, charging at me from a gate, so I legged it.

I was struck by a brick thrown through the windscreen. There were hundreds of police, about 50 round every vehicle. The police were ultra-heavy. They smashed every window in our bus. The boys tried to get off the bus peacefully and were beaten rather badly.

Six officers with riot sticks surrounded the front of the coach and started smashing the front windows. Glass flew everywhere. I handed the baby back to her guardian and noticed one officer go round to the driver’s window, where Lin was still seated, and smash it with his stick, then the big window directly behind that, where her baby slept, oblivious. I shouted, ‘Peace, peace, there’s a baby on board’, and proceeded off the coach, where I was arrested.

There are videos, but most of them are age-restricted and aren’t allowed to be embedded into a post, like AMBUSH IN THE BEANFIELD 1985 (THE NASTY FILM). The main point here is that the era of freedom of festivals was ending, and this extended to other arts. One of the ways the British authors expressed themselves in this complicated era was with surreal platformers; another was errant text adventures.

Coming up: a story that starts in the 19th century and a company that falls very far indeed.

Monday, 15. December 2025

Choice of Games LLC

Coming Thursday! “Undying Fortress”—Trailer and Demo available now!

We’re excited to announce that Undying Fortress is releasing this Thursday, December 18th! You can play the first three chapters for free today, see the trailer on YouTube, and check out the author interview as well! And don’t forget to wishlist it on Steam! The more wishlists we get, the better the game will do on Steam on release day. Can you and your magic sword save the kingdom from

We’re excited to announce that Undying Fortress is releasing this Thursday, December 18th! You can play the first three chapters for free today, see the trailer on YouTube, and check out the author interview as well! And don’t forget to wishlist it on Steam! The more wishlists we get, the better the game will do on Steam on release day.

Can you and your magic sword save the kingdom from death herself? Infiltrate a tower full of skeletons, decipher its secrets, and escape with your team!

Undying Fortress is an interactive dark epic fantasy novel by Yeonsoo Julian Kim, author of The Fog Knows Your Name, where your choices control the story. It’s entirely text-based, 500,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

For centuries, a mysterious fortress has floated above the kingdom of Serendal. Now it has fallen—and all of its secrets, treasures, and monsters are within reach.

You have fallen too: after expulsion from the Imperial Academy cut short your studies as an aspiring knight-scholar, you turned to the life of a mercenary. Wielding your family’s legendary blade Wicked Fate has won you a certain degree of fame and fortune, but now the ancient fortress presents the opportunity to climb much much higher.

Enter the tower with a motley group: fighters, spellcasters, and thieves; former friends and mentors from the Academy; even a prince of the realm. Within lurk countless skeletons, shambling Afflicted, ferocious flying creatures cobbled together from bones, and more. Commanding them is the fearsome Carrion Mother, an ancient deity long suppressed by the royal family. Only you and your companions will learn the secrets that Serendal’s rulers want to keep hidden.

Fight off undead monsters to protect Serendal; or learn to wield forbidden mortuary magic and get the creatures to do your bidding. Uncover ancient secrets that may shake the realm to its core, or keep them hidden and become the power behind a new throne. Win glory with your magic sword and prove that you are worthy of knighthood – or just gather treasure to come out of this the wealthiest mercenary who ever lived.

  • Play as male, female, or nonbinary; gay, straight, or bi.
  • Choose your specialty: weapons, stealth, magic, negotiation, or scholarship
  • Romance a mercenary comrade-in-arms, a loyal and confident swordswoman, a spellcaster friend-turned-rival, a trickster prince, a cursed guard, or even a terrifying necromancer.
  • Fight bone wolves, shambling undead, and other horrors to reach the heart of a magical fortress!
  • Unlock the secrets of ancient magic to command an army of skeletons!
  • Shatter the boundaries of time itself to right ancient wrongs, and cross dimensions to rescue your friends from the land of the dead.

The Undying Fortress awaits!


Renga in Blue

Valley of the Kings: Dazzling of Face Like the Aten When It Shines

I’ve finished the game, and my previous posts are needed for context. This is a great echoing chamber. The ceiling is so far above that your flashlight can’t reach it. A broad flight of stairs leads down from here, and there are other rooms to the south. GO SOUTH The chamber you are in is […]

I’ve finished the game, and my previous posts are needed for context.

This is a great echoing chamber. The ceiling is so far above that your flashlight can’t reach it. A broad flight of stairs leads down from here, and there are other rooms to the south.
GO SOUTH
The chamber you are in is lavishly painted with scenes from the ancient Egyptian view of the afterlife. The picture that stands out the most is one of the soul of the deceased being weighted against a feather, in a balance scale. There is a wide doorway to the north of you, and a rather narrower opening on the east.
A large tarnished coin has been dropped on the ground nearby.

The closest comparison game I can think of — despite the light presence of magic, and heavy presence of magic at the ending — is the game Polynesian Adventure. Much of the interest is “touristic”, trying to create a location to just hang around in, with more care taken to scenery than the other Dian Crayne/Girard games. There’s even a modicum of research! If you want a modern comparison, consider how the Assassin’s Creed series now has educational spinoffs.

Most of the locales don’t have obstacles as much as exploration, and the two parts I ended up being (briefly) stalled by in my last push both had to do with trying to force-fit the whole thing into the Crowther/Woods format.

To continue directly from last time, I had gotten past a camel (via feeding it a carrot) and unlocked a door (with a key that was just lying around outside).

The flashlight is now on.
This is the west end of a long sloping corridor. The east end of it leads down into a what looks like a large room. A door in the north wall is open to the bright light of day.

This is a more extensive complex than the previous ones we’ve seen, although it still is relatively linear. The top floor, to start with, is a temple of Maat.

Treasures include a rug from the “18th dynasty”. That would be very valuable indeed as no rugs exist that last back that far (1550 to 1292 BC) as the materials used (like reeds) simply would not persist that long. There’s also a shrine to Maat with an “idol”, another treasure.

This room holds the shrine to the goddess Maat, represented as a winged woman holding a great ostrich plume. The only visible exit from the room is a door that leads out of the east wall.
An idol of the temple goddess, beautifully carved, stands here.

Statue of Maat, by Rama, via Wikimedia Commons. CC BY-SA 3.0 FR.

It isn’t like the rooms were always event-free, because by now I had triggered the Priests of Set who were appearing every so often like the dwarves of Adventure.

THROW AXE AT PRIEST
You killed the priest! He — or it — sinks to the floor and crumples into a heap of dried skin and rotted cloth. A sudden breath of incense-scented air scatters the dust that is left.

The mechanics are simply that

a.) if they appear, they only attack if you move

b.) if you move, you have a random chance of dying from an attack

c.) you can kill them by using THROW AXE AT PRIEST repeatedly but sometimes it takes many tries

with the end result being that there is no danger at all as long as you pause through the annoyance of dealing with the priest at random points in the game. (The dwarves could sometimes hit you randomly even if you did everything right. This is “unfair” but it also made them have more agency; they’re another exhibit in how some historic game design choices seem outright bad but at least did serve a purpose.)

The upper Maat level is followed by a “treasury” which is a very small maze…

There’s a “star ruby” treasure along the way. The green-marked room will come back later.

…and the next level down includes a “votive altar” next to “an odd ritual object, covered in diamonds.”

This area includes one puzzle, one where I knew what to do almost instantly, but struggled a little with the parser.

This is the west end of a long stone corridor. The end of the corridor is blocked by a large fall of stone from the ceiling. The corridor opens up to the south, where a chasm splits the ground. You can see across the chasm to a short, dark tunnel.

Back at the Nile (right after feeding the crocodile) there was a plank; this is where it gets used. I tried many iterations of THROW PLANK and PUT PLANK ON CHASM (which said something about there not being a switch) with no luck. PUT PLANK OVER CHASM similarly did not work. There really didn’t seem to be any other way through, so I finally hit upon the right preposition.

PUT PLANK IN CHASM
With a little bit of work, and after knocking down quite a bit of rock, you manage to slide the plank across the chasm.

IN chasm? Argh. (Checking the walkthrough from Exemptus which just came up, it looks like ACROSS works too.)

Exploring the area after the chasm:

This includes the “Feather Chamber” I quoted earlier, an “emerald sundial”, a “gold ring”…

You are at the bottom of a small air shaft. You can climb up into the shaft, or you can take a cramped eastward exit.
A small gold ring lies gleaming on the floor nearby.
GO EAST
This corridor is lined with paintings of the great Egyptian god of the dead, Osiris. The pictures show his death at the hands of the jackal-headed god, Set, and his rescue by his wife Isis. A rather cramped exit leads off to the west, and there is a doorway to the north.

…and a semi-aggressive mummy.

This chamber is rather large, but has a low ceiling. A frieze along the east wall shows a hunt scene, with the pharoah riding in his chariot, shooting arrows at some brightly colored birds. There is a doorway in the south wall, and another to the north. There is a lidless sarcophagus standing next to the north door. Inside it is a wrapped mummy, arms crossed across its chest.
GO NORTH
To your horror, the mummy steps awkwardly out of the case, and lurches toward you, linen-wrapped hands outstretched for your neck! Seeing you retreat, the creature returns to its coffin.

sigh I guess there had to be one. I guessed (correctly) I wasn’t able to take the mummy down yet and escaped; one of the passages drops you at the pyramid, so the idea is you’ve walked underground all the way from the secret door in the mountains to the pyramid.

One of the items taken from the mummy area is a “large tarnished coin”. I thought to READ COIN thinking it might give more information.

“Fifty Piasters”

(After you’ve found the coin, the person at the souvenir shop offers to sell you batteries for your flashlight for the same value as the coin. This is straight from Crowther/Woods, where the vending machine can get batteries and add to your turn limit, but in this game the light limit is so generous you don’t need to even think about it.)

The obstacles I had remaining were the door with the seal (“dog, with nine little men”), the statue of Ramses (“blocked by a monumental statue of Rameses The Great”) and the mummy. On a hunch, and hanging out at my treasures anyway, I went through each one and did READ on each one looking for more information. The lyre (from the very small area found south of the pyramid) and the charm (found in an above-ground tomb) led to useful things. Let’s deal with the lyre first:

The inscription says it belongs to the pharoah Rameses II.

I already knew PLAY LYRE worked (but didn’t sooth crocodiles or work to break open seals) but I hadn’t tried it on the statue yet.

There is a thrill of sound from the lyre’s golden strings. You hear a grating sound, and see a large piece of sandstone between the statue’s ankles move aside, showing a path east.
GO EAST
This is a rather narrow crevice, and you’re luck you aren’t any thicker through the waist. Ooof! You can go east from here to a tunnel of some sort, and it’s the obvious way out. A bright patch of sunlight shows an exit out to the west.

Rather than “levels” this area has essentially a “west section” and an “east section”. Looking at the west first:

Again, essentially no obstacles at all, but the scenery was interesting enough to make up for it. The great tour of every important deity continues:

This is the center of the Temple of Isis. It must have been really magnificent when it was in use. Those huge columns are nearly forty feet high and it probably took several hundred men to move them into place. The great statue of the temple deity is south of you, and the temple entrance is north.
GO SOUTH
This is the south end of the Temple of Isis. An immense statue of Isis, nearly 35 feet high, towers over you, wearing her throne-shaped crown, and holding the infant Horus in her arms. The only way out of her dark implacable gaze is to go north.
There is an ancient Roman fibula pin here, made of platinum.

Of the treasures here (Roman pin, bracelet, table of marble, water clock) I was briefly tricked by the last one, as the description flowed in such a way I didn’t realize I was dealing with a separate object in the room.

This is the robing room. Exits lead to the north and south.
There is an ancient wooden clock here, the sort that measures time by dripping water. It must be Roman; it stopped at IV.

There’s one non treasure, some “dry leaves”. I tried the “read” thing again (I was starting to do this out of habit) and despite a tongue-in-cheek response it was helpful anyway.

There is a small bundle of dry leaves on the ground near you.
GET LEAVES
Okay.
READ LEAVES
I might try reading the traditional tea leaves, but these are tana leaves, and there’s nothing written on them.

The game doesn’t otherwise say they’re tana leaves. Tana leaves are an entirely fictional type of leaf that features in The Mummy’s Hand (1940) where it serves as the vehicle for eternal life.

Hence it is pretty clear where these should go back to, but let’s take care of the east side of the map first!

This has an ankh, gold bull, and jade…

You are at the Altar of Apis, a large square room carved out of yellow sandstone. The north wall is carved into gigantic representations of the sacred bull, Apis. There are dark halls leading out of the room to the east, south, and southwest. On the west there is the opening of what looks like a long tunnel.
There is a beautifully carved piece of jade lying here.

…but besides me hinting something about the ankh (it will be important later), there were two things of note. One is that this is where the tomb robber started stalking me (aka this game’s “pirate” with the exact same mechanics, just different room messages).

A tall dark tomb robber, dressed in old rags and carrying a large leather sack, steps out of the darkness, comments “I’ll just take that, thank you,” and grabs up your treasure before you even have a chance to blink!

Note, despite it being essentially a text swap, the robber does not declare where the treasure is going. The pirate Woods put in announced the treasure was going in the maze, but had the pirate’s spot hidden in such a way that someone specifically searching for the pirate treasure would have an easier time finding it. Here (and in essentially all other renditions of the “pirate”) there is no such consideration.

Additionally, there’s an oddness to one of the rooms where I can’t figure out if it is meant as a bug or not.

You are walking through the ancient Tombs of Apis.
DROP JADE
Okay.
SE
You have reached a dead end.
NW
You are in the tombs of Apis.
There is a beautifully carved piece of jade lying here.
SE
You are in the tombs of Apis.

For this room in particular the room description is sometimes “in the tombs of Apis” and sometimes “a dead end”. I thought Dian had briefly succumbed to something that happened in Phantom (derived off the forest in Crowther/Woods), where exits would randomly go to different places, but then I tried dropping an item at the “dead end” and realized it and the other room were the same, just with the room description shifting.

With all that cleared out (except me missing the clock until later) I gathered everything back in base camp and took the leaves over to the mummy. I still wasn’t expecting to get through, yet; the fictional leaves usually have to be concocted into a brew of some sort, but I figured even if I failed to get by the mummy I might learn some useful information. GIVE LEAVES TO MUMMY:

The mummy breathes deeply, and steps out of the coffin. Taking the leaves, it crumbles them to powder and rubs them all over it’s linen-wrapped body. There is a heavy aromatic scent in the air, and a shimmering light. To your amazement, the linen melts away to reveal a handsome young Egyptian man. He smiles, points to the north door, and then vanishes into thin air.

Well. No way that can go wrong. This opens the way to a small area whose only purpose is to dispense some “pale blue pearls”.

This is the “Shrine of the Great Pharoah Userkaf, Justified.” The walls reflect back the beam of your flashlight with the warm golden glow of bronze. The only exit is in the west wall.
A long string of pale blue pearls has been dropped here.

I didn’t remember Userkaf even existed! He was the founder of the fifth dynasty. His pyramid is now so ramshackle, for a time it was called a “heap of stone” by locals.

All that leaves only the mysterious seal with the dog. I also mentioned READ worked on the silver charm; while the silver charm is out in the open, the ankh is buried in the tomb with Isis and Apis and hence there’s a good chance this tomb will be explored last by the player. At the very least it feels like the climax of the game.

READ CHARM
There isn’t any writing on it, but a worn engraving on the back shows a crouching jackal and nine men bound with rope.

This matches the picture of the “dog, with nine little men”. All you need to do is be carrying the charm and you can walk through. (This incidentally makes the spot quite liable to suffering the Parallel Universes Problem where a player might enter without realizing they were even solving a puzzle, get stopped a little way in, and try to come back without realizing the charm was helping them earlier!)

You are at an open doorway. Through it, to the east, you can see a passageway that leads down into silent darkness. To the west there is a staircase leading up to the sunlit desert. There is a large seal impression over the lintel of the door.
EAST
This is a descending passage, partly filled with chips of pale granite and dark flint. It runs roughly east and west.
EAST
You have reached an open doorway. To the west you can see a sloping passage. To the east there is a large antechamber. A design has been carved into the floor in the center of the doorway, and looks as fresh as the day it was made.
EAST
You start forward, but a shimmering figure appears in the doorway and some mysterious force holds you back!

There is a doorway here, with rooms to the east and west. A design has been carved into the floor in the center of the doorway, and looks as fresh as the day it was made.
READ DESIGN
It seems to be a large cross with a loop at the top.

The second door is what requires the ankh. Nothing written on it this time, you’re just supposed to recognize the shape. With the ankh held, you can enter the “last section” of the game (except it might not be last for a particular player, it was just last for me).

This is a fairly large antechamber, filled with an incredible collection of miscellaneous items intended for the use of the dead pharoah. An inscription, written on the wall in gold, says “The Beautiful God, beloved, dazzling of face like the Aten when it shines, The Son of Aten, Akhenaten.” Evidentally you have found the lost tomb of the great heretic king himself!

This is the tomb of Akhenaten, the one who tried to convert Egypt to worshipping only the sun.

Head of Akhenaten, via the Met.

There’s no maze; just the crown and an urn.

While here I had the message:

There is an odd sound echoing through the air. It sounds like a flute. A slow tremor goes through the earth.

I’ll explain that shortly, as I rewound time a bit. I knew I was still short on treasures elsewhere, as I hadn’t found where the tomb robber had taken my things! (I was able on one run to avoid him appearing altogether, but given how closely this matched Adventure it had to be the case that he has his own treasure that only appears after he steals yours.) I went back over the entire map and couldn’t find his stash. I ended up looking at the map of Exemptus; it’s back in the Treasury where I marked the room in green. This yields a “large leather sack here, full of ancient jewelry” along with anything you’re holding. While I was busy doing this I also found the clock I had missed the first time around.

Back to that flute: this has everything from Crowther/Woods, including the cave collapsing when you’re at a certain point; the cave “closes” and the endgame eventually triggers. (Hermit and Phantom don’t copy this!) The thing that collapses is the tomb you’ve been depositing the treasures in; you can have a suboptimal and confusing ending (just, you hear the collapse, game is over) if you’re not inside. If you are inside:

There is a rumbling sound from the tomb entrance, and the room spins around you. You blink, and to your amazement you see a
whole throng of people, dressed in the magnificent robes of ancient Egyptian aristocrats! The tomb has vanished, and you see that you are standing in a palace. The people hail you as their next Pharoah, miraculously sent to them by the gods!

You have solved the secrets of the Pharoah, and found all of the treasures of the Ancient Ones! Certificate number:041122HC
You have conquered Pharoah’s Curse!

Your final score is 191.
To reach a higher rating would be a really neat trick!
Congratulations! You are an Adventure Grandmaster!

This turned out enjoyable for most of my playtime, with the hiccups either technical (parser weirdness, especially with the GIVE issue) or from the engine still slavishly following in the steps of Crowther/Woods. The re-dress of the fanatics and the tomb raider kind of work, and they at least serve to make the puzzle-less sections have the occasional moment of tension, but I found the essence of the game was more in the “tourist” aspect than in the puzzles. To recap, assuming you think to READ at the right moments:

a.) the carrot goes to the camel

b.) the meat goes to the crocodile

c.) the plank goes to a gap in the floor

d.) the key goes to a locked door

e.) the shovel is needed to dig out something buried

f.) the crowbar is used to lift something heavy

g.) the Lyre that says it was from Ramses goes to Ramses

h.) the charm with a picture of 9 men goes to the seal with 9 men

i.) the ankh goes to the ankh-shaped design

j.) the leaves go to the mummy

Excepting j (which is a cultural reference) this is far simpler puzzle scheme than either Hermit or Phantom (and from what I hear, the later games in the series as well); there was clearly a conscious choice here to simplify the puzzle solving and lean into atmosphere. It’s just some elements were a little too stuck in the past.

Isis nursing Horus, from The Met, Ptolemaic period.

We certainly aren’t done with the Craynes; there are three games to go, two which likely had the involvement of Charles. In the meantime, coming up: a return to Britgames; I’ve got a few on the queue, and all of them have background histories I didn’t expect.

Sunday, 14. December 2025

Renga in Blue

Valley of the Kings: Live Forever

(Continued from my previous posts.) Things didn’t quite go down as expected. When I was mapping the ancient caves, I had apparently accidentally looped to a room I had already reached and thought the area was larger than it really was. The only benefit of entering them (as far as I can tell) is getting […]

(Continued from my previous posts.)

Things didn’t quite go down as expected. When I was mapping the ancient caves, I had apparently accidentally looped to a room I had already reached and thought the area was larger than it really was.

I am now marking rooms with treasures in blue.

The only benefit of entering them (as far as I can tell) is getting a moonstone.

This cave is more like a tall shaft. When you look up, you see stars instead of the sun. Exits lead north and northeast.
There is a beautiful pale moonstone here, as big as your hand.

It’s atmospheric at least?

This cave is almost circular, and the walls are painted with an astounded collection of colorful paintings of animals and birds. A cramped passage leads off to the northeast, and some broader paths go to the northwest, southwest, and south.

I’m still wondering if I’m missing something just because of structural solving reasons. That is, the section was relatively tricky to get to; asking the tour guide to take you to the Sphinx really is the only way in (more on that in a moment) hence entering the caves felt like a dramatic “break in” akin to finding the underground in Hermit. I combed over multiple times for missing exits or possible uses of “magic” and no luck.

Somewhat stumped, I decided at least to work out the orientation of the Sphinx with the rest of the map. It attaches to the desert such that there are one-way exits to the north. If you go directly north from the Sphinx you’ll arrive at the temple (the one where going down led to a lyre and a rockfall); keep going directly north and you’ll end up going by the pyramid, and then the tour guide.

Not sure what to tackle next, I tried various attempts at the hungry crocodile. My best guess was taking some “rotting meat” that was up near the base-camp tomb and feeding it. This seemed to be the wrong approach.

You have reached the bank of the Nile, at a narrow cleft in the surrounding rocks. The Valley of the Kings is north of you, and the river bank stretches off to the east. Across the river you can see the modern buildings of new Luxor. A twenty-foot crocodile is resting lazily on the bank, sunning himself. He looks asleep, but his beady little eyes are open.
FEED CROCODILE
Your offering isn’t acceptable.
GIVE MEAT
It’s not hungry.

Just for fun, given I had an “axe” from the fanatic, I tried KILL CROCODILE and died in an unexpected way.

An Egyptian wildlife official appears from behind a rock, where he was studying the migratory habits of the black ibis, and is so furious that he drowns you in the Nile.

Oh dear, I think … I’m afraid … yep, you’ve gotten yourself killed. I could try to resurrect you. Would you like me to give it a try?

As this is a derived-from-Adventure-source game, of course it includes the same resurrection code. It does seem appropriate for an ancient Egypt game, so I tried yes.

Okay, here goes, but remember that I’m not really up on the reincarnation methods of the ancient Egyptians. I never have used that old spell in The Book of the Dead, but it goes something like “Oh King, live foreve…”

****** Ka-Pow! ******

Wow! That was spectacular. A huge gout of blue smoke, smelling of incense, exploded all over the place. I feel a bit dizzy myself. Take a look around, and you’ll see …

You are at the Visitor’s Center in the Valley of the Kings. A dark-skinned tourguide, wearing a bright red fez and a white linen suit, bows and asks, “Where would you like to go?”

I should point out the “live forever” line doesn’t show up in the actual Egyptian Book of the Dead, but it does show up in a book by that name published by the “Supreme Council of the Order of Rameses” in the early 20th century. Maybe that’s where the fanatics with axes come from.

For more slightly off-canon underworld fun, Grunion Guy (who blogs about text adventures) discovered you can ask the tour guide to take you to HELL.

A dark-skinned tourguide, wearing a bright red fez and a white linen suit, bows and asks, “Where would you like to go?”
HELL
You are standing in the middle of a blazing inferno. Your skin sears, and your hair is begining to burn off. You can see the shapes of other hapless humans around you, and hear their awful shrieks of pain as their flesh eternally cooks in the flames.
GO EAST
This is the shore of a great featureless ocean, an endless sea that stretches out to the ends of eternity.

Exemptus (who has already beaten the game) reports in the comments this is an “Easter egg” and it is possible to escape from Hell, but I’ll work that out some other time. In the meantime I was still trying to make regular progress, and I had still had lurking parts of my map unfinished, so I decided to crunch through.

Specifically, lots of exits that went to “mountains” but I never figured out where the landing points were. I went to the mountains adjacent to the desert (with the assumption they would form some or all of the landing points) and dropped unique objects in every room, plundering even from my already-deposited treasure to have every room uniquely tagged.

I then went to those previously red-marked exits and tried each one, using a saved game in order to make things go faster.

I found that all the red-marked exits went to already-mapped mountain territory. (The hope would be I would find a new set of rooms, but it appears Dian decided not to hide anything this way. I can’t discount the possibility I’ve made a mistake, though; this is a big map.)

I went back and combed over the puzzles I had remaining:

1.) The camel near the base camp, which “spits at you”, and “playfully tries to kick your head off”. He blocks your way east, but you can enter from the other direction, so there doesn’t seem to be any reason to bother. Just like the meat with the crocodile, the carrot seemed to be the most promising, but I got the same responses as before (“it’s not hungry” / “your offering isn’t acceptable”) and that even happened while giving the meat, so this seemed to be barking up the wrong tree.

2.) The door with a seal that has a “dog, with nine little men.” We get stopped with “magic” (a “shimmering figure” and “mysterious force”) and I did test a few items out in case I could WAVE CHARM and get a result but nothing worked. (WAVE gets interpreted as digging by the parser, it’s a little confused.)

3.) The rockfall near the lyre didn’t even like me referring to it as a noun, so likely anything that needed to be done there doesn’t make direct reference (like blowing a horn; and before you ask, playing the lyre does nothing there).

4.) A statue of Ramses I believe I forgot to mention previously, close to the crocodile area, which is blocking a path from a canyon to the east.

You are walking along the base of a sheer cliff. A paved road leads off to the north, and the face of the cliff continues to the east, where it runs against the hills to form a canyon. The east end of the canyon, hardly more than a crevice at this point, is blocked by a monumental statue of Rameses The Great. The only visible exit from this area is back out to the west.
GO EAST
There is no way to get through in that direction.

5.) Any possible other tourist destinations, although I think I may have run the guide dry.

6.) The crocodile from earlier.

I finally looped back to the crocodile, which I will remind you, the game said was not hungry. However, the game also said my offering wasn’t acceptable, and the parser was having the occasional error, so … maybe …?

FEED MEAT TO CROCODILE
The croc snatches the stinking hunk of carrion and waddles off into the river with it, his beady eyes glistening with greed.

You need to use the entire phrase; the two-word command doesn’t work. Usually this sort of moment where you have to contradict a previous parser message to solve a puzzle makes me audibly growl at my computer (see Pillage Village for some of that) but it did seem so appropriate to give the meat to the crocodile it felt worth giving it a few more tries.

Past the crocodile you can walk along the Nile and find a plank (haven’t used yet) and climb up a rockfall which appears to be on the other side of that temple…

A narrow trail leads up to the northwest from here, along the canyon wall. The canyon used to extend north, but now it is blocked by a rockslide. The only other exit goes to the west.
NW
You are on a very dangerous trail, just above the floor of the chasm. A path leads up from here to an awkward clamber, and another trail goes southeast down to the bottom of the chasm.
U
You are inching along an awkward clamber on the wall of a very steep canyon. A steep trail leads up from here, and a dangerous looking trail extends down into the darkness.

…and find yourself in a jungle.

Again, mostly just for the scenery and atmosphere, and dispensing one treasure: a Roman helmet.

You are walking through a humid tropical jungle, surrounded on all sides by waving ferns, tall palms, and clumps of papyrus.
W
You are wandering through the jungle. There is a tumbled mound of rocks here, and next to it a skeleton dressed in the rotted shreds of Roman armor. He was probably trying to mark his path.
A dented, but still impressive, ancient Roman helmet is here.

However, I was again now stuck. It took me a few more beats — mainly because of the sequence I had tested things — to realize while I had tried feeding a carrot to the camel, I did it using the “bad” parser syntax. Heading back with carrot in hand, and using GIVE CARROT TO CAMEL:

The camel takes the carrot as if he’s doing you a great favor. He turns his back on you, kicks a little dirt in your face, and pretends he’s never met you. Typical camel, actually.
E
You are in the desolate Theban Mountains, at a narrow rift. A section of stony cliff has been smoothed off sometime in the past, and a massive door, dark with age, is set into it. The door is held firmly shut by an ancient iron lock.

The key I just have from the outside (it was north of the carrot).

UNLOCK DOOR
The huge door creaks open slowly, its hinges stiff with age. Behind it, to the south, you can see a dark, sloping hallway.
S
It is now pitch dark. If you go on, something may eat you.
TURN ON FLASHLIGHT
The flashlight is now on.
This is the west end of a long sloping corridor. The east end of it leads down into a what looks like a large room. A door in the north wall is open to the bright light of day.

And this seems like a good place to pause for now! It turns out all I was really stuck on was a syntax issue, but that dragged me down for a few hours (at least enough time to get those mountains mapped). I’m hoping I’ll be able to coast to victory next time barring any last moment surprises.

Friday, 12. December 2025

Renga in Blue

Valley of the Kings: Lion of the Sun, Hear My Prayer

(Continued from my previous post.) Some background points to get through before diving into the game itself– First, I’m putting the author name as Dian Girard. I am doing this because on the previous Dian games we’ve covered (Hermit’s Secret, Phantom) there is ad copy that says they are by “Dian Girard”. The games themselves […]

(Continued from my previous post.)

Shabti of Seti I, via The Met. Found in the Valley of the Kings. These would be inscribed with a spell to bring them up in the afterlife in order to do the work for the ruler.

Some background points to get through before diving into the game itself–

First, I’m putting the author name as Dian Girard. I am doing this because on the previous Dian games we’ve covered (Hermit’s Secret, Phantom) there is ad copy that says they are by “Dian Girard”. The games themselves do not give a credit. The article she wrote later (where she is credited with the 1983 games) uses the last name Crayne, but it also says she writes her fiction under Girard, so my assumption is she is including “interactive fiction” under her pseudonym.

Second, quoting her from the aforementioned article:

My own adventure games are built from two basic parts: the driver program and the text files or “script.” The script contains all of the vocabulary words that the driver recognizes, plus the object and place descriptions. There is also a builder program that converts the text in the script to machine-readable tables. Because the games are script-driven. I can build 70 to 80 percent of a new game without ever touching the actual program source code.

The original engine seems to be based on a Charles Crayne port of Adventure, so subsequent uses of the engine keep the same elements. There is always a pirate (in Valley of the Kings, tomb robber) stealing treasure; there are always dwarves throwing axes (in this game, a “slender young man with a rather fanatical gleam in his eye”). There are always “magic words” that jump you around; here, they are given as instructions to the tour guide rather than “real” teleports. Phantom managed to creatively put in a plot despite the constraints; this game doesn’t try as hard, but does manage to build an atmosphere of Egypt that is more linked in reality than other games of this time period.

The Curse of the Pharaoh (1982), for instance, had a pyramid and a mummy, but was mostly freeform (giant clam with a fuse in it, pit with a snake); the cultural touchstones of ancient Egypt imagery without any of the content.

By contrast, in Valley of the Kings, to the west of the start point, near a “souvenir shop”, there’s a tomb of “Thothmes I” made by “the architect Ineni during the Eighteenth Dynasty”. Ineni was a real architect from Ancient Egypt we have biographical information about.

Inspection was made for me, I was the reckoner. Source.

Just inside is the “ushabti room” (see top of this post) where

Display cases hold the collection of ushabti, or “answerer” figures that were found in the tomb.

(Also called “shabti”.) Realistically for a random tomb in the Valley that’s easily accessible, the sarcophagus is no longer there.

This is the sarcophagus room, where the coffin holding the pharoah’s mummy was placed. The only exit is to the northwest.
Someone has left an interesting old silver charm here.

(The charm is a treasure, though!)

To the west of the room with the charm is a room purely there for scenery.

This large chamber was probably used to hold the great king’s hunting equipment. Nothing was found in it, but the paintings on the wall show the pharoah hunting antelope from a chariot. A doorway in the north wall is the only exit from the room.

There’s one other section of the tomb that’s also been cleared out, although someone left a hacksaw (remember that for later).

There are enough small touches that I get the impression the author at least touched an archaeology book at some point, rather than making everything up. This is comparable to Crystal Caves, which had a realistic cave at the upper level (including a park ranger that would follow you around), and you had to solve a puzzle in order to get to the “magic section”.

From TT81, also known as Ineni’s Tomb. By unbekannt, Maler im Alten Ägypten – Eberhard Dziobek: Das Grab des Ineni. Theben Nr. 81, Tafel 13, FAL. Source.

The “magic” in this case is in the tomb of Thothmes I, a piece of paper with the shabtis:

Hmmm. It’s a prayer of some sort — “Lion of the Sun, hear my prayer …” It’s written in Coptic, and looks very old.

I’ll use this at the end of the post. (Also, another small touch: would our previous Egyptian adventures reference “Coptic”?) In the meantime let’s get familiar with the aboveground, starting with a metamap.

This simplifies the overarching map structure into its general areas. You start at the tour guide, you can go south to a “desert” area with a pyramid and temple, north to a “Valley of the Kings” area which has its own downward entrance, go west to the Thothmes tomb (already seen) and the base camp (ditto, from the last post). The mountains interconnect everything and they were enough of an annoyance to mapping, I sometimes just marked an exit in red if it went to mountains. Finally, the Sphinx I was unable to reach by conventional methods (…maybe if I bothered to map the mountains more…) but could only reach via the tour guide.

Near the “Thothmes tomb” is a “parking lot” which has an “iron key” to the north (I haven’t used it yet), a “wilted carrot” within, and the Nile to the south with a “crocodile”.

There is a large asphalt-paved parking lot here. Driveways to the north and east lead out onto a paved road. The banks of the Nile river are south, and mountains rise to the west. There is a large orange carrot here, wilted from the heat.
S
You have reached the bank of the Nile, at a narrow cleft in the surrounding rocks. The Valley of the Kings is north of you, and the river bank stretches off to the east. Across the river you can see the modern buildings of new Luxor. A twenty-foot crocodile is resting lazily on the bank, sunning himself. He looks asleep, but his beady little eyes are open.

The crocodile snaps at me if I try to go east. It is not hungry for carrots.

Going over to the Valley of the Kings next, where you’ll see some of those red-exit-means-mountains spots:

The map has a lot of loop-back-to-the-same-room exits, so many I marked them as stubs rather than with arrow-loops.

You are at the Visitor’s Center in the Valley of the Kings. A dark-skinned tourguide, wearing a bright red fez and a white linen suit, bows and asks, “Where would you like to go?”
N
You are wandering around in the Valley of the Kings.
W
You are wandering around in the Valley of the Kings.
There’s a piece of rare coral here, carved into a fish.
SW
You are wandering around in the Valley of the Kings.
There’s a piece of rare coral here, carved into a fish.

The only important spot (other than the coral) is a “rectangle”. Just as a reminder, the base camp tomb included a “shovel”, a “crowbar”, and a “flashlight”; here both the shovel and flashlight are useful.

You are wandering around in the Valley of the Kings.
S
You are near the center of the bleak Valley of the Kings. An eroded rectangle of sandstone, about three feet long by about 10 inches wide shows above the surface of the sands.
DIG
You dig for several hours, moving what feels like tons of sand. Eventually you uncover a flight of sandstone steps that lead down into the ground — the entrance to a hidden tomb!
D
It is now pitch dark. If you go on, something may eat you.

(If you DIG somewhere random, the game says “Sure, go ahead. It’s not going to accomplish anything.”) Applying the flashlight:

The flashlight is now on.
This is a sunken stairway entrance leading down below the sands of the desert, where it roofs over to become a passage some ten feet high by six feet wide that continues down.
D
You are at an open doorway. Through it, to the east, you can see a passageway that leads down into silent darkness. To the west there is a staircase leading up to the sunlit desert. There is a large seal impression over the lintel of the door.
READ SEAL
It’s a picture of what looks like a dog, with nine little men.
E
You start forward, but a shimmering figure appears in the doorway and some mysterious force holds you back!

I haven’t gotten past here yet; I assume some item or set of items is needed.

Anubis, from The Met. I don’t think this is necessarily the dog meant here.

Moving on the desert with the pyramid (and some of the mountains):

The exits off to the west are another route to the base camp; to the far southeast there is a “prehistoric egg” which counts as a treasure. The important point of note is not the pyramid (at least, not that I can find) but the temple a bit south. Instead of using the shovel we’re using the crowbar:

You are wandering through the burning sands of the desert.
S
There is a tiny ruined temple here, its roof long vanished and half of its yellow columns fallen. There is desert all around you, and on the horizon to the north you can see the silhouette of an immense pyramid etched against the blue sky. The center of the floor is made up of one huge sandstone slab.
LIFT SLAB
The end of the bar fits easily into the crack around the slab and, straining every muscle, you manage to pry it up and move it aside. There is a dark passage of some sort down below.

Again, though, we can’t get too far.

D
You are in a small, square, room, hardly big enough to turn around in. A flight of well-worn stone steps leads south. The ceiling slab has been moved aside, letting the sunlight stream in from the desert above.

The steps go down to a “chasm floor” where there’s a “beautiful lyre” (a treasure) but a rockfall immediately after.

This is the floor of a narrow, high canyon, hardly more than a chasm. It used to extend down to the south, but a massive rockslide has tumbled down and blocked the passage. Now the only exit is the chasm floor to the north.

If we can pass through I assume it comes later. (Maybe through the other side; the Dian games have been big on opening up alternate exits throughout the game.) Where the big break comes is instead at the Sphinx:

You are at the Visitor’s Center in the Valley of the Kings. A dark-skinned tourguide, wearing a bright red fez and a white linen suit, bows and asks, “Where would you like to go?”
SPHINX
You are standing between the front paws of an enormous sphinx, carved out of a monolithic sandstone rock. There is a small dark doorway to the north, that leads inside the monument.
N
You are in a tiny room, carved out of the solid sandstone. It is about 12 feet square, and there is an exit on the south. A ancient stone altar, eroded by time, fills most of the space.
READ PAPER
Hmmm. It’s a prayer of some sort — “Lion of the Sun, hear my prayer …” It’s written in Coptic, and looks very old.
PRAY
As you chant the ancient prayer the dim light streaming into the small room gets strangely brighter, and to your amazement the ancient altar slowly turns in the middle of the floor!

This opens the secret temple of the Sun God.

This is the secret Hall of Amon-Re, god of the sun. A dark hallway leads out of the east wall, into a huge chamber.

Upon trying to step in, I was attacked by the “dwarf stand-in” for this game. I guess we’re supposed to be American.

A slender young man with a rather fanatical gleam in his eye runs around a corner, throws an axe at you — which misses — and then runs off into the darkness yelling something about “Yankee imperialism.”

Just to show off the temple a little:

You have reached the secret Temple of Amon-Re. All around you are fantastic carvings and paintings, showing the Sun God on his journeys across the world. The great altar, lit by some incredible light, is to the south. A doorway in the west wall leads to a large hall, and another door goes east.
S
A brilliant flame, giving off a strong scent of petroleum, lights up this end of the vast Temple of Amon-Re. There is a huge stone altar here, with carved figures of the ancient Egyptian gods. The great Temple stretches out to the north.
A roll of papyrus has been carefully set down on the floor.

The papyrus is a treasure, and the game is even clear that it is a fragile historical artifact and you should be carting it over to the archaeologists rather than noodling with it.

Close-up of the Egyptian Sun God, via the British Museum. CC BY-NC-SA 4.0.

Not much farther there are some bars, but here is when the hacksaw comes in.

There is a hint of dampness in the air, and the surprising sound of dripping water. Your flashlight reflects from a tiny natural spring that wells up in one corner of the room. Irregular openings lead out to the north and southwest.
SW
This is an ancient corridor, part natural, and partially finished off by human hands. You can go east or west. A set of heavy iron bars have been set in concrete across the passage to the west. Through them you can see a large cavern.
CUT BARS
The hacksaw is rather dull, but you eventually cut through several of the bars and are able to pry them apart enough to get through.
W
This is the entrance to a complex of ancient caves. There are some marks on the walls that may have been made by stone-age men. A passage goes north, and an ancient corridor leads east. There are strong iron bars across the passage to the east. Some of the bars have been cut through and pried apart.

From here the caves kept going and going and I suspect this is the main entrance to the “dungeon” part of the game so it seemed like a good place to pause. So far the puzzles are straightforward, which isn’t necessarily a bad thing; the atmosphere seems to be more the point this time around than any kind of mental stumpers.