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Planet Interactive Fiction

Friday, 09. May 2025

Renga in Blue

The Hobbit: Hero of Heroes

I’ve finished the game, and my previous posts on The Hobbit are needed for context. I did not need to reset. First of all, regarding that THIS PLACE IS TOO FULL TO ENTER MESSAGE — I was still so baffled about it that I checked the book above which supposedly mentions it (see above) and […]

I’ve finished the game, and my previous posts on The Hobbit are needed for context.

I did not need to reset.

This resolved, after the fact, one of the more cryptic aspects of the game.

First of all, regarding that THIS PLACE IS TOO FULL TO ENTER MESSAGE — I was still so baffled about it that I checked the book above which supposedly mentions it (see above) and it is indeed right there in print, as a feature of the game. Importantly, it said the message always happens from the two particular locations I had seen it at. (Why did the authors leave it in after v1.0?) It certainly was considered a bug by the time the Macintosh version came out, which fixed the issue (but it was made after the Guidebook). The important thing is that I knew the game definitely intended an alternate exit and I wasn’t just running into a random glitch (as opposed to an intentional one), so I resumed multiple whacks at what seemed to be the only method of exit, the forest with the spider.

I still was not having any luck evading the creature, and I found out after the fact it is designed such that you can never get through by going west. Fortunately, I found an alternate route in the process, as the wood elf would occasionally wander in and toss me in the elf dungeon.

I already still had the red key from the butler, so I could unlock the door right away and go out. There was one alternate exit I hadn’t used yet because it seemed a bit broken: a “magic door” just north of the room with the barrels. I was able previously to get a description of an elf coming, but I hadn’t tried the WAIT command to see if anything would happen.

I was able to then GO THROUGH MAGIC DOOR to get out.

Going west exits directly to the main nexus area so I was able to take a beeline for the exit. Thorin found me along the way so he was able to share in my victory.

Crowther/Woods adventure ending, except this time the dwarves and hobbits are joining in the cheering crowd.

There’s enough lingering questions I’m going to list them all first before I start answering:

  • What was the curious key all about?
  • Why is it that exits sometimes seemed to be missing?
  • What was going on with Gollum’s riddle?
  • Why was this game so popular?
  • Why did credit for the game “drift” over time?

Onward with:

What was the curious key all about?

After everything was over (this is on the way home) I got a hint from Thorin as to the utility of the key

I had seen the effect of this without even realizing the key was causing the effect. It turns out to be completely unnecessary, but here it is:

This allows a “side route” around the dragon so Bilbo can theoretically go into the lair and nab the treasure, I assume without confronting the dragon at all. It is so blatantly obvious to coax Bard into shooting the dragon (and so difficult to get the key) this really seems mis-adjusted.

To put it another way, if you have two alternate routes to solve a puzzle, and one is quite straightforward and doesn’t require any extra preparation, having a second route which is much harder to solve for and provides no benefit is unhelpful (and even provides extra danger, as the dragon can wander back in its lair and find you anyway!)

Incidentally, the golden key from the mountains — at least according to the Guide — serves no purpose whatsoever. That whole piece of geography is meaningless.

Why is it that exits sometimes seemed to be missing?

There was a game mechanic I had missed here. At the start of the game you get a curious map that nobody can read, and I had additionally taken the first NPC encountered (Elrond) and tried to get him to read it too, and he was just responding “no”. This was early on when I wasn’t understanding yet just how bad the RNG could get; the key is to simply keep asking.

This also explains my sometimes-missing-exit problem: an exit is picked at random at the start of the game to be missing from the map. If it’s the one above, it isn’t essential to the game, but sometimes the exit is quite important, like the one from the Misty Mountains going east (the one that was missing quite often in the Mac version of the game!)

Map that came with some editions of the game. Via eBay.

What was going on with Gollum’s riddle?

Petter Sjölund indicated in the comments that he got a different (very famous) riddle with his port, and sometimes the right answer would get him strangled anyway. Even if he answered the riddle correctly and survived, Gollum would just immediately ask the same riddle over again.

I think the answer probably is “dark” or “darkness” but after many attempts I never was able to deliver this answer to Gollum and live. The walkthroughs just say to kill him; you don’t even need to do that because he doesn’t toss you in the dungeon so it’s easy to simply walk on by. (The only reason killing him is helpful is his corpse serves as a marker on a map space in order to tell if you’ve gone back to a particular room.)

What do you actually need to do to win?

With everything going it may be unclear what the winning sequence is. As far as I can tell the simplest way is:

1. Get Elrond to read the map (in case of bad route)
2. Wait a beat and get the key from the trolls after they have turned to stone, then use that to get the sword (Sting), the rope can ignored; the rope can be used for an alternate route over to Lake Town but it’s fairly obtuse
3. Do a rush in the Goblin area and grab the one ring. From Inside Goblins Gate I found the route NE, N, W, SE, SW to be pretty good at evading being caught. With the ring in hand and then worn it easy going the rest of the way.
4. Get caught by a wood elf. (It’s possible for the wood elf to be dead by accident. Reset.)
5. Wait for the butler to open the red door while imprisoned, then sneak out while wearing the ring. Jump onto a barrel at the right moment to escape.
6. From Lake Town, instruct Bard to go north and SHOOT DRAGON. Grab the treasure.
7. Get caught by the wood elf again.
8. Instead of going the barrel route, go to the room with the magic door and WEAR RING, then EXAMINE MAGIC DOOR. It should show an elf approaching, at which point you can WAIT, then GO THROUGH MAGIC DOOR.
9. Walk home and put the treasure in the chest.

You don’t need Thorin if you’re simply going to avoid getting caught by the goblins (given Gandalf seems to be inclined to randomly show up).

Regarding the point with the rope, you can take the rope over to the river and snag yourself a boat. This is utterly baffling to me. “THROW ROPE ACROSS – Repeat until the rope lands in the boat on the other side of the river.”

I do wonder if it’d be possible to simply murder both the pesky dwarf and wizard at the start and still make it through, which segues somewhat into…

Why was this game so popular?

The Slovenian magazine Moj mikro had a brief profile of adventure games in 1984, when they were first starting to appear in Yugoslavia. The text of the article mentions three games: Crowther/Woods Adventure, Kontrabant (the first Slovenian adventure game) and The Hobbit. It was considered an urtext.

When The Hobbit game came out, the ZX Spectrum was still getting started with software. This is in a game that managed to be in development for longer than the lifetime of the system, and any ZX Spectrum text adventures that had come out by this point tended to be fairly weak, like The Zolan Adventure. So first mover advantage could be considered part of the explanation.

However, that doesn’t fit the absolutely huge spread to this game, far out of proportion from what seems the quality. This is a game with bugged rooms that gets left in the game just because, Gandalf stumbling about purely at random, Gollum telling a riddle where the right answer can kill the player, and highly uneven design on puzzle difficulty. However, it also — like when Grand Theft Auto 3 first came out — invites experiment. I normally have zero temptation to replay adventure games, but I truly wonder if there’s some method through that avoids picking up the One Ring at all (you’d need to get the curious key, at least). I also wonder how far I can take the “multi-command” trick with NPCs and if can have Thorin go grab the ring for me while Bilbo just hangs out in comfort. The slight train-wreck experience (including key NPCs just randomly being dead when you need them) is actually beneficial to the feel of the game as world-toolkit, where it doesn’t matter if you’re trying to win but to see if Thorin can do hobbit-tossing. Strident mentions in the comments that:

I should point out that, despite myself and my father playing this game for probably a hundred hours… and having the guidebook… I don’t think we ever actually “completed” it.

That is, if a character literally falls off the map into void taking a key item with them, that’s not contrary to the alternate goal of having a world to muck about in.

Each object had a set of characteristics, and you could perform actions on the object based on the characteristics. For example, it could be alive (an animal) or dead. It had weight associated with it. So you could pick up any object that was light enough and use it as a weapon, whether it was a “weapon” or not. If it was a dead animal, that was no different from any other heavy object. If it was a live animal, it would probably struggle or fight, depending on it’s character profile.

Each animal’s “character” was a list of actions that they could choose between. Sometimes, they would just cycle through the actions one after the other, and sometimes they would change to a different set based on what had happened before – like the friendly dwarf, who could become violent once he’d been attacked (or picked up). An action could invoke a general routine – like, choose a random direction and run, which was the same for all animals; or, it could be an action specific only to this animal, like, choose any live object and kill it.

Megler in a 2002 interview

Why did credit for the game “drift” over time?

I certainly do think something went awry nearly right when the game came out, as Mitchell started to get the lion’s share of the credit. There is for example this interview from Computer Answers May 1984

…and there’s another mention in Crash a few years later which credits Mitchell with the Inglish system. (It mentions how, despite it having fancy affordances, people were still sticking to much simpler inputs.)

I’m going to put blame mostly on the magazines. Ian Malcolm who worked at the company pointed out to me on Bluesky that Mitchell was not a “interact with the public” type of person and “mostly wanted to be left alone”. That is, his face was being put up because the magazines wanted one, not that he was ever keen on the idea. While there was valiant effort in early articles to credit all four, there was a strong tendency then (as there still is now) to assume a single auteur behind a creative effort and leave everyone else behind. Malcolm also points out that Mitchell was the only one who stayed at Melbourne House (Megler only worked at Beam for a year while finishing her degree before going to IBM, I am not sure where Ritchie went) so interviews after 1983 would naturally gravitate towards a person the magazines could reach.

(Possibly in Megler’s case there was some sexism. She’s on record being annoyed about people thinking she wasn’t doing programming, which does seem related to gender-perception, but as far as credit goes I think the evidence is more toward it being a general issue.)

BONUS: What’s the deal with Arkenstone?

This is something I ran across rather at accident.

Back in January I wrote about a game from the book ZAP! POW! BOOM! Arcade Games for the VIC-20 by Mark Ramshaw. It was entitled “Adventure” in its UK version and “Arkenstone” in its UK version. It played like an extremely abbreviated version of The Hobbit where you could take a spear and kill the dragon yourself.

It has the same “abbreviated geography” as parts of the Melbourne House version of The Hobbit, although with everything crunched into two printed pages for an unexpanded VIC-20. The game came out before The Hobbit and could just be coincidence, except, well — let me bring up this picture I posted on Sunday —

Over the Spectrum was one of the Melbourne House books of type-ins that was still bulking up their finances, with the BASIC code produced by Neil Streeter and Clifford Ramshaw. The adventure game may or may not have been written by Clifford (he’s credited, at least, with a “Caves and Pitfalls” game in a ZX81 book); the important point is that Clifford is the brother of Mark. In other words, there is strong chance Mark saw an early version of The Hobbit (maybe even the TRS-80 version) so was inspired to make his own VIC-20 extremely-pruned-down version as a result. Rob has done more investigation here in the comments.

If you’re wanting to read further takes on The Hobbit in general, there’s Jimmy Maher, Data Driven Gamer (with a dissection of the internal logic, like how the goblins follow patrol patterns), Aaron Reed, and Helen Stuckey. I don’t particularly disagree with anyone’s game evaluation; Jimmy Maher points out the parser despite having fancy features is also terribly finicky in other respects (you can’t ENTER BOAT, you can only CLIMB INTO BOAT). Megler also has a long retrospective here on her webpage, including this part, which seems a good place as any to close out:

The division between inanimate object and NPC was left intentionally a little blurry, giving extra flexibility. For example, the object overrides could also be used to modify character behavior. I actually coded an override where, if the player typed “turn on the angry dwarf”, he turned into a “randy dwarf” and followed the player around propositioning him. If he was later turned off, he’d return to being the angry dwarf and start trying to kill any live character. Fred and Phil made me take that routine out.

Coming up: the last game of 1982.

Thursday, 08. May 2025

Choice of Games LLC

“Spellbound: Malachite Coven”—Your magic awakes—and so does your heart!

We’re proud to announce that Spellbound: Malachite Coven, the latest in our “Heart’s Choice” line of multiple-choice interactive romance novels, is now available for iOS and Android in the “Heart’s Choice” app. You can also download it on Steam, or enjoy it on our website. It’s 40% off until May 15th! Your magic awakes in your new college town—and so does your he

We’re proud to announce that Spellbound: Malachite Coven, the latest in our “Heart’s Choice” line of multiple-choice interactive romance novels, is now available for iOS and Android in the “Heart’s Choice” app. You can also download it on Steam, or enjoy it on our website. It’s 40% off until May 15th!

Your magic awakes in your new college town—and so does your heart! Can you discover who is trying to steal your power before it’s too late?

Spellbound: Malachite Coven is an interactive romance novel by Erin Rowlands. It’s entirely text-based, 147,000 words and hundreds of choices, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

As you arrive at Jasper Falls College, you feel a strange magical power stirring within you. Soon, you’re invited to join the Malachite Coven, a secret group of mages who share your abilities. Your mother was part of the coven years ago—and now, so are you.

Choose your magical specialty: earth, air, fire, lightning, or water. Perform midnight rituals and pore over ancient grimoires full of powerful spells. Delve even deeper to uncover the past that your mother has concealed from you all your life.

But when someone steals the magic of a member of your coven, and it becomes clear that darker forces are at work in Jasper Falls. Can you help restore your friend’s power and find the culprit before your magic gets taken away too?

(And don’t forget to keep up with your classes—you might not be a mage for long!)

The pull of magic is strong, but the pull of your heart is stronger—especially when you’re growing closer to the other members of the coven every day. Which one of them will capture your heart?

There’s Jamie Arnoult, flirtatious and wealthy, child of Jasper Falls’s mayor. With devastatingly sharp fashion sense, perfectly-styled brown hair, high cheekbones, and sparkling emerald eyes, Jamie has a reputation as a heartbreaker—but there’s more to Jamie than meets the eye.

Or there’s Blake Evander, competitive and driven in the classroom and sports field alike—nobody else could possibly be the leader of the Malachite Coven. Blonde and athletic with a lean toned frame, startlingly deep blue eyes, and a baseball cap for every occasion—but cleans up very nicely when it’s time for the college gala.

Or there’s gentle artist Kit Reynolds, who has broad shoulders, a warm brown complexion, and an even warmer smile; generous and friendly, with a quirky fashion sense and the kind of tender heart that hates to even step on a snail on a woodland hike.

Lennon Kobayashi is tall and brooding, always dressed in black with heavy metal playing on headphones—and yet deeply thoughtful about social issues, and infinitely gentle as a partner.

But what if you choose River Ortiz, the sweet and studious librarian with lovely wavy black hair who loves soft comfortable flannels? River doesn’t even know that magic exists—but has a shelf full of books about crystals and ley lines. Could you possibly share your secret?

• Play as male, female, or nonbinary; gay, straight, or bi.
• Romance the athletic coven leader, the flirtatious heartbreaker, the friendly artist, the brooding rebel, or the sweet librarian.
• Grow closer to your mother and seek help from the older generation of mages, or strike out on your own.
• Dress to the nines to attend a lavish gala!
• Balance your coven and your classes—and don’t fall behind in either!

Sparks fly when you mix magic and romance!

We hope you enjoy playing Spellbound: Malachite Coven. 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, 07. May 2025

Renga in Blue

The Hobbit: There and Not Quite Back Again

(My previous posts on The Hobbit are here.) I almost finished the game. I seem to be getting my victory stomped on from a bug, but this game is of the nature it is hard to tell what is really considered a bug, and it is also hard to tell if there’s some alternate method […]

(My previous posts on The Hobbit are here.)

I almost finished the game. I seem to be getting my victory stomped on from a bug, but this game is of the nature it is hard to tell what is really considered a bug, and it is also hard to tell if there’s some alternate method of getting by something or if a softlock is at hand.

Normally I would look up what’s going on and make this my finishing post, but I’m going avoid hints and do one more run from scratch (and consequently, one more post). There’s enough dense mechanics going on (and enough extra history I need to cover) it’s worth spending the time.

In 1989, The Hobbit landed in a Tolkien Trilogy collection. Via Spectrum Computing.

First, regarding Gollum’s riddle: I have no idea. I never solved it and I don’t think I need to solve it.

The format I’ve been using is SAY TO GOLLUM “WORD” and everything that’s managed to go through causes Bilbo to get strangled. The parser is such that you can’t say arbitrary things; it has to be a “recognized” word in the parser. These words work, but cause death:

space, empty, water, dark, darkness, light, wind, pause, A through Z (except X and Z), heart, food

These words aren’t recognized by the parser at all:

nothing, life, death, dirt, earth, void, emptiness, love, hate, word, the letters X and Z, gas, beauty, good, evil, bone(s), breath, sky, instant, moment, dot, circle, future, past, present, shape, taste, emotion, story/stories, tragedy, metaphor, tale, song, news, matter, solid, beginning, infinity, number, zero, fear, invisible, unseen, cover(ed), block(ed), missing, incomprehension, (mis)understanding, spirit(s), energy, potential

Gollum frankly can just be ignored. If you’re carrying (not wearing) the gold ring, he’ll snatch it from you, but otherwise you can invisible-icize your way out. Or, alternately, you can KILL GOLLUM WITH SWORD, and there doesn’t seem to be any penalty for doing so.

No penalty other than perhaps a bad end result to the Lord of the Rings trilogy, but that’s a problem for a different hobbit.

Besides that, I did manage to make a more or less sensible map of the Goblin Dungeon.

Until you have the ring, you can’t just blaze through the map; there’s a fairly high chance of hitting a goblin who tosses you in Goblin Jail™. With the ring it’s still possible to get caught but the probability I have ascertained (after enough tests) to be much less. It’s possible to get out of Goblin Jail and I’ll show you how but the process is so convoluted (with an apparently useless “reward”) that on my Final Run, For Real This Time I plan to just restore my save game if it happens.

Let’s talk about that “reward”:

There’s sand you can dig, revealing a trap door which is locked. Since neither the golden key nor the large key worked on it, I experimented with getting in the forceful way, and found that a.) HIT is interpreted as attacking which only works on creatures b.) STRIKE on the other hand can be used to damage objects, and STRIKE TRAP DOOR WITH SWORD will annihilate it.

This is only a problem because it also annihilates the sword, which is additionally your light source. (It was only at this moment that I realized the sword was doubling as my light source.) However, this let me know destruction is possible, so I tried it with my fist the old-fashioned way.

This is just bad RNG! You just have to keep going. I’ve even gotten the breaking to happen in just one hit. (For more on the theoretical implications of this, see my old post on Adventure 500. I don’t think that one applies so clearly here because authors seemingly intended a situation like the one above.)

With the trap door broken by hand, there’s no exit: it simply reveals a “cache” which has a “small curious key”. As far as I have been able to find this small curious key is needed absolutely nowhere in the game (it certainly doesn’t work on the dungeon door!) So there’s no reason to deal with this room at all.

Still, since it turned out to involve all the game’s systems, let me show off how I got out of the goblin dungeon. You can either get tossed in by a goblin, or walk in yourself. If you walk in yourself, there’s a “goblins door” you need to open first, and then upon going southeast the door is shut behind you.

My first attempt at being creative was using orders to the companions. I discovered you don’t have to just give one command (SAY TO THORIN “GO EAST”) but you can give a whole list of them (SAY TO THORIN “GO EAST THEN TAKE RASPBERRY THEN THROW RASPBERRY AT GANDALF THEN GO WEST”). Given the one-way door behavior described above, I tried timing out having me enter the room while Thorin waited a turn, then having Thorin open the door after Bilbo’s been trapped, letting me head back out the room again.

That didn’t work; I tried instead having Bilbo being the one handling the door on the outside. That is, I would say THORIN, WAIT THEN GO SOUTHEAST THEN DIG SAND THEN SMASH TRAP DOOR THEN TAKE KEY THEN GO NORTH. After giving this command, I’d have Bilbo OPEN GOBLINS DOOR, then keep doing that to make sure the door stays propped open while Thorin is rummaging inside the room. I found that the digging was successful but not the smashing. The smashing RNG is so uneven it is possible this technique would eventually work, but I eventually found a much easier way.

You see, the inside of the room has a window, and to the northeast, you can find the outside of the same window. I was visualizing the window as very high because Bilbo couldn’t reach it, but Bilbo is a Hobbit. Even the dwarves are taller than him. Thorin can open the window!

See the “no”. Sometimes orders are refused for no apparent reason other than RNG, making everything even more difficult to coordinate.

Furthermore, with an open window, while Bilbo can’t walk through, Thorin (and Gandalf) can.

I was still stuck for a bit before I realized I could ask Thorin to carry Bilbo, then drop him off again once outside. With this, I was able to simply

a.) walk into the dungeon with Thorin following

b.) dig the sand, spend however much time it took to smash the trapdoor and get the key

c.) have Thorin pick Bilbo up

d.) have Thorin open the window, then go west

e.) have Thorin drop Bilbo

Without Thorin around, I managed to have Gandalf just show up once on his own, for a true escape rather than an intentional-walk-into-the-dungeon scenario.

It seems like Gandalf will eventually show up if you’ve lost Thorin somewhere (maybe).

Finally I got to use the much-touted character interaction system, but as I already mentioned, there’s no reason to go through with this setup in the first place. Argh!

With that nonsense out of the way (and my curious key which I was eager to use, but never did) I went over to the Mirkwood gate. This is the gate last time where in one iteration it was closed and in another it was open; I went with a save file version where it was open so I could go in farther. It turns out with an invisibility ring on, rather than getting thrown in elf-prison by the wood elf there you have an opportunity to use the short sword and get an elf corpse.

However, the river remained impassible, so I figured — based on the actual content of the real book — I wanted to get captured.

I had inadvertently ditched Thorin by this point. I think he would have made this section more complicated.

There’s a red door to the west and a red door to the southwest, both locked. Waiting long enough, there was a sound of a red door unlocking. I used the opportunity to toss the door open and go west (with the ring on). This leads to a small area where one direction is blocked by a “magic door” (may or may not be openable) and the other direction has a wine cellar with a butler.

Invisibility is very important here; while there’s some RNG, the butler is pretty much guaranteed to toss you back in the dungeon if you’re spotted. The goal here is to go for a ride in a barrel. He has a sequence where he drinks some wine, then when the barrel is empty he tosses the barrel down a trap door. Right when the barrel is tossed you can JUMP.

That “I SEE NOTHING TO JUMP ONTO” message is how I figured this out in the first place; I knew the context would have to be either a platform or a moving thing where Bilbo was hitching a ride.

This leads down past the portcullis and Bilbo now is in Lake Town!

A fairly important character is here: Bard. He’s the one that shoots the dragon down with an arrow.

You might think there’s some convoluted events here to get Bard in the right spot in order to kill the nearby dragon, but you can actually just give him orders until he’s with the dragon…

…then SAY TO BARD “SHOOT DRAGON” and he’ll do his thing.

The treasure is right there, and there’s a path that seems like it returns to the main nexus area (as a one way trip) but there’s a huge issue: it passes through that bugged room that said the game was FULL.

It’s still “FULL” and there’s nothing I can do with it. According to Alastair in the comments “The Place Too Full to Enter is a left over diagnostic which we used while debugging the program. We forgot to take it out after testing and it should be ignored.” That’s great, but what if the bug is preventing progress? Remember, I found in the Macintosh version the room was appropriately empty.

The reason why this might not be a softlock is that it is still possible to go back through the forest. If you go south of the lake you land at the “waterfall” to the far east of Mirkwood where a spider lurks. The problem is the spider is still doing its thing and I haven’t been able to sneak (or sprint) through without being detected.

Me trying to see if adverbs mentioned in the manual make a difference. They do not.

I fully acknowledge it is possible this is the “intended” route and is just a specific puzzle I’m supposed to nail down, but the game ought to be clear if a bug is a bug or not. The main problem with the spider is you can’t refer to it before it pounces (the eyes don’t register as something in the room); I’ve even tried murdering Bard and nabbing his bow (the version of the book where Bilbo gets affected by the One Ring real early, my precioussssssssssss) but his arrow, despite killing everything else, doesn’t work.

I think I’m due for a restart. Either victory next time or glorious defeat!


Zarf Updates

Seriously, even MORE Worldcon drama?

Worldcon is the apex annual convention for a certain stratum of science fiction fandom. My stratum, to be precise. It's also the conference whose members vote the annual Hugo Awards. Sadly, Worldcon the conference is becoming less notable than ...

Worldcon is the apex annual convention for a certain stratum of science fiction fandom. My stratum, to be precise. It's also the conference whose members vote the annual Hugo Awards.

Sadly, Worldcon the conference is becoming less notable than the semiregular scandals and political kerfuffles that happen at Worldcon, or around it, or around its organizers.

Ten years ago there was the "Sad Puppies" mess. (Basically GamerGate for sci-fi awards. I wrote a bit about that in 2016.) There were arguments around the Hugos and their ceremonies in 2019 and 2021 as well. Then in 2023, Worldcon was held in Chengdu, China, and that year's Hugos had a deeply suspect nomination process. (I didn't write about that, but I sure read a lot.)

The 2024 Worldcon seemed to go smoothly, and fandom breathed a collective sigh of, well, optimism if not relief.

Last week the Cloister Bell thrummed ominously:

We have received questions regarding Seattle’s use of AI tools in our vetting process for program participants. In the interest of transparency, we will explain the process of how we are using a Large Language Model (LLM). [...] The sole purpose of using the LLM was to streamline the online search process used for program participant vetting, and rather than being accepted uncritically, the outputs were carefully analyzed by multiple members of our team for accuracy.

-- Statement From Worldcon Chair, Kathy Bond (Apr 30)

Shouting erupted.

That statement was followed by a rapid clarification:

First and foremost, as chair of the Seattle Worldcon, I sincerely apologize for the use of ChatGPT in our program vetting process. Additionally, I regret releasing a statement that did not address the concerns of our community. My initial statement on the use of AI tools in program vetting was incomplete, flawed, and missed the most crucial points. [...] We will release a response by Tuesday of next week that provides a transparent explanation of the process that was used, answers more of the questions and concerns we have received, and openly outlines our next steps.

-- Apology and Response From Chair, Kathy Bond (May 2)

The further explanation dropped just a few minutes ago. (After I started writing this post!)

As promised last Friday, I am publishing this statement, in conjunction with a statement below from our Program Division Head, to provide a transparent explanation of our panelist selection process, answer questions and concerns we have received, and openly outline our next steps. As a result, it is a long statement. [...]

-- May 6th Statement From Chair and Program Division Head, Kathy Bond (May 2)

I am about to sit down and read that, and then I'll get back to writing this.


Okay, I read it.

I want to talk about this three ways: what I think, what other Worldcon participants think, and what happened with the Hugos.

What I think

Here's my personal involvement: I am a Worldcon program participant this year! Or at least I expect to be. So, presumably, my name was part of the "vetting process" mentioned above.

My first Worldcon was 1991 (Chicago) -- I was still in college then -- I had a hilariously awkward Amtrak voyage and crashed on a friend's couch for a week and had a great time. Guy Gavriel Kay read a chapter of Song for Arbonne and it was wonderful. I had to leave in the middle of his reading to catch my train home. I am so sorry, Mr. Kay, it wasn't you.

After that I hit Worldcon, oh, about every other year. But 2009 (Montreal) was my last Worldcon. After my Hadean Lands kickstarter in 2010, I started going to GDC most years, and that pretty well ate my time-and-money budget for enormous conferences.

But I miss Worldcon! When someone contacted me and said hey, we're going to have some interactive fiction panels at Worldcon in Seattle, ya want in? I said "Sure! That sounds awesome." And I put my name in as a possible participant. And then I received some forms about different panels I might be on, which I duly filled out, indicating that I can talk about IF and narrative games.

This is the first time I've volunteered to be on a Worldcon program, so I don't know exactly how the process works. (Worldcon never works exactly the same from year to year, which is part of how it gets into these messes.) But, on the evidence, I am a program participant and when the Worldcon schedule comes out I'll find out where I fit in.

What do I think about "Seattle's use of AI tools"? Honestly, I didn't even blink. Someone took a shortcut on Googling me. This probably means they did a bad job. But doing a bad job Googling me isn't an injury. Maybe they made panelist decisions based on bad info, but that isn't an injury either. It's just not as good a panel as it could have been. I've been on poorly-put-together convention panels before.

The May 6th post goes into more detail on the process. From this I learn that I was selected as a possible participant by a program track lead -- no AI was involved in that stage. Then my name was put into a ChatGPT query to "evaluate each person for scandals" (the post has the full query prompt). Then whatever links were returned by that query were reviewed by humans. If I read this correctly, they never got around to acting on those query results, and they plan to throw away the ChatGPT output and start that stage over with human volunteers.

So fine. None of this changes my plans.

To be clear, I registered to attend Worldcon before I volunteered to be on the Worldcon program. I have my flights and hotel reserved. I am going regardless of whether I get to yammer at people. I am going to have a blast.

What other Worldcon participants think

A lot of people are more upset than I was. See news posts April 30, May 2. (News posts thanks to File770, which I always link to for fannish news and history.)

This is not a criticism. People can decide how they feel about things. A lot of people thought that, given the ethical and environmental sins of the current AI industry, it was a terrible idea for the Worldcon committee to touch ChatGPT with a ten-foot pole. I agree with that! Some people decided not to provide their time and energy to a Worldcon which had disappointed them in that way. I didn't make that decision but I get where they're coming from.

Remember that the posts linked above date from before Worldcon's "Apology and Response" post, much less the "May 6th Statement". There was a bunch of rapid reaction in fandom. But again, I'm not disagreeing with those reactions. It just underscores what a bad decision the Worldcon people made. If the uncertainty about how AI was used upsets your community that much, that is the wrong community to use AI in!

Let me take a step back (temporarily). I hang out with a lot of people, with a wide spectrum of responses to AI. In fact it's not even a spectrum, it's a Munsellian multi-axis monstrosity. I run into:

  • (a) people who say AI tools cannot be used because the output is garbage;
  • (b) people who say AI tools should not be used because the input is immorally obtained and the process is immorally run;
  • (c) people who are using AI tools and say they're useful.

And combinations of the three, of course.

(You'd think that (a) and (c) would contradict, but in fact we accept plenty of tools that are both useful and generate garbage. You just have to understand how they're bad. Google Translate is the obvious example -- that's been using a form of large language model since 2016. Really, the clash between (a) and (b) is more interesting. If a tool doesn't work, you don't have to make a moral argument to stop using it! But of course I've simplified these positions to sloganity, so let's let this go.)

(...You're going to ask where I stand, and, um. "All three are correct"? I haven't used AI tools, aside from one quick experiment in 2018, well before the LLM wave hit. But I think they will have important uses. I also think that web-search summarization will not turn out to be among them. Further prediction I will disdain, lest this post get longer and sillier than it already is.)

My point is: if I were to pick a group of people who would be stridently (b) with a hot side order of (a), it would be professional fiction writers. Which is to say, Worldcon program participants! This is a "read the room" moment when the room is already bristling with torches and pitchforks.

What Hugo administrators thought

I started this post off talking about Hugo Award scandals, but it's important to note that this ChatGPT situation did not affect the Hugos. It was about Worldcon panels. Different data, different process, different volunteers.

Nonetheless, the lead Hugo administrators (and one other Worldcon admin) just resigned:

Effective immediately, Cassidy (WSFS DH), Nicholas Whyte (Hugo Administrator) and Esther MacCallum-Stewart (Deputy Hugo Administrator) resign from their respective roles from the Seattle 2025 Worldcon. We do not see a path forward that enables us to make further contributions at this stage. We want to reaffirm that no LLMs or generative AI have been used in the Hugo Awards process at any stage. [...]

-- Statement, Cassidy, Nicholas Whyte, Esther MacCallum-Stewart (May 5)

This is a very circumspectly worded statement. You could reasonably assume that either:

  • (i) These people are resigning because of the ChatGPT situation, even though it does not affect the Hugos; or
  • (ii) These people are resigning because of some other terrible situation, and they want to make clear that it's not about ChatGPT affecting the Hugos. (Because, given the timing, people will jump straight to the opposite conclusion.)

Unfortunately, organizations have to be circumspect about a lot of terrible situations, because otherwise they get sued. (Worldcon got sued in 2018 over a terrible situation that they tried to be transparent about. Not gonna make that mistake again I bet.)

Either way, this puts a lot of suspicion into the air. Which is not great.

And so?

I already said I'm going. I hope no worse news turns up.

I'm going to send in a Hugo ballot. I may have to play Caves of Qud, which is on the Hugo Best Game list. I have repeatedly said that Caves of Qud scares me. (Everybody I say this to nods vigorously, including people who love Caves of Qud and people who worked on Caves of Qud.)

I still hope that I get to be on a panel about IF. I'm not assuming it will happen, because circumstances are still kaboinging. But I would like to. If I do, and you show up, I'll see you there. Otherwise -- I'm sure I'll blog about it afterwards. Can't not!


Renga in Blue

The Hobbit: Behind Stars and Under Hills

(Continued from my previous post.) My first piece of progress since last time was fairly unique to the Hobbit-playing experience in general. Recall I had tested various versions of the game, including Macintosh and ZX Spectrum, before settling on the MSX version of the game. In the Macintosh version here is what it looks like […]

(Continued from my previous post.)

Via the manual in a later Addison-Wesley edition. From the Museum of Computer Adventure Game History.

My first piece of progress since last time was fairly unique to the Hobbit-playing experience in general. Recall I had tested various versions of the game, including Macintosh and ZX Spectrum, before settling on the MSX version of the game. In the Macintosh version here is what it looks like at the start of the Misty Mountains (just east of Rivendell):

I was then informed (see above) there were exits going north, south, and west, and mapped things out appropriately. Even though I switched over to the MSX, I still had a partial map going and kept with that, not noticing that in the MSX version that same room had exits going north, south, west, and east.

But wait, it gets even stranger! I went back to check the Macintosh version again just in case, and this time the exit was there.

Sometimes it appears and sometimes it does not. This is not dependent on time; I’ve had it happen upon waiting and I’ve had it happen upon just making a beeline straight there. It is not dependent holding the map, looking at the map at any time during the game, or even having it physically present. This quixotic behavior seems to be a general feature of the game; I expected having the creatures running around with their own agents to cause chaotic effects, but I never expected sometimes to have an exit be possible and sometimes it just not be there.

I don’t know how to make progress otherwise; I can reach the sword, rope, large key (from the troll) and golden key (from randomly walking around the mountains) but otherwise can make no progress when the game is in this state. However, I am fairly sure there’s some intentionality going on because there’s a geographic exit later that does a similar disappearing trick.

Going east on the MSX version, through the exit in question. I don’t think FOLLOW ME actually does anything, or at least the companions only follow the command half the time, which matches roughly what happens when they just are left on their own.

My next map shot is most definitely a work in progress and there’s some cryptic spots I’ll clear up in context:

Passing by to the north is a “dry cave” with a “crack” — that will be useful later; for now we can pass further east until arriving at Beorns House.

Tolkien’s own illustration.

In The Hobbit Thorin’s group arrived at the hall needing aid after dealing with goblins (by this point in the game I hadn’t met any, I’ll meet many more later) and wargs (in game, I had seen one that got killed by Elrond). Quoting the Tolkien Gateway:

Gandalf and Bilbo Baggins approached Beorn while the dwarves waited. Sitting upon the veranda the wizard told their tale as pairs of dwarves arrived, thus holding Beorn’s interest and preventing him from shooing away a crowd of beggars. Beorn aided the company once he confirmed their story. Months later, at Yule-tide, Gandalf and Bilbo returned with Beorn after the Battle of Five Armies to Beorn’s Hall. There they stayed until spring when the wizard and the hobbit could recross the Misty Mountains on their way to Bilbo’s home.

Here, it’s just a room with some food. There’s no character interaction, nor does any character you bring in seem to do anything interesting while here. (Please note, however: any assertions I make about what characters can or cannot do is quite unsteady at the moment.)

There’s a “heavy curtain” revealing a cupboard and the cupboard has some food. Adding the curtain seems like overkill unless it is part of a puzzle somehow.

This place serves as a nexus to essentially four branches. I will take the north branch first, out to the Great River.

Farther past the Great River are some mountains and then a very curious direction that says THE PLACE IS TOO FULL FOR YOU TO ENTER.

I’ve left and come back multiple times with no luck. What’s even more baffling is I went back later with the Macintosh version and found it described as a “barren empty high place” with no exits other than the way back.

Southeast of the mountains is a room described as “forestriver”; trying to enter the river causes poor Bilbo to get rammed against a portcullis. I am assuming it is possible to raise this portcullis later for a possible route.

Rewinding back to our nexus and taking the northeast branch:

This is another part of truly disappearing geography, although less puzzling than the first. I have sometimes been able to go east and I assume a “wood elf” who appears sometimes is responsible for opening it; sometimes the wood elf additionally will toss Bilbo (and anyone else who happens to be around at the time) in prison.

No progress on an escape yet but I haven’t tried that hard, as I was working on a goblin cell instead you’ll see later.

On the occasion where I was able to bust through there was a “west bank” but the same sort of issue with the river came up. So let’s go back to the Nexus and take the south branch:

This leads to Mirkwood proper. Heading east eventually leads to a “waterfall” but I haven’t been able to see it for more than a moment because a spider comes down and has Bilbo for a snack. This is true even when invisible wearing the One Ring (spoilers! yes I managed to get the One Ring later).

Finally, back to the nexus, there’s the northwest branch, leading to “Goblins Gate”.

Inside is a big messy maze and I have not mapped everything out.

The main issue with mapping at least at the start was in some cases a goblin would nab Bilbo and toss him in the goblin dungeon. The dungeon has some “sand” with a trapdoor found via DIG SAND but the trapdoor is locked, and neither of my keys (large or golden) fit the lock. The trapdoor does not react to BREAK or similar verbs (at least as far as I could find); I was even inside with Thorin and having him whack the trapdoor didn’t help either. (SAY TO THORIN “HIT TRAPDOOR” actually works — it just doesn’t cause any forward progress.)

Here’s part of the map in progress, and I hope you understand why it won’t be helpful to show the whole thing yet:

Despite all the rooms being a “Dark Stuffy Passage” it does seem like the exits are unique; that is, if a room has exits northwest, west, and southwest, that’s going to be the only room in the maze like that. However, I really don’t trust that and it is so easy to befuddle things — especially with goblins randomly tossing the player in the dungeon — I’ve been having to check carefully just in case. I may have found the important things anyway. First of all, Gollum:

I tried SAY TO GOLLUM “SPACE” and got strangled from behind, which I guess means the answer was wrong.

Secondly, a certain golden ring which just happens to be lying around:

You can WEAR RING and it sort of seems to work. Here Gollum is acknowledging the invisibility:

However, goblins can still throw you in the dungeon even with it on (it ends up being “unworn” when this happens). I also wrapped back to a “goblin hall” that I had been unable to get to due to always being thrown into the dungeon while trying to enter but now the game just decides there isn’t an exit there anymore.

I managed to wander with the ring over to a “crack” and a goblin helpfully opened and went through the crack. I was able to follow, which dropped me right at the place west of “Beorns House” that I started at. Unfortunately, as I already mentioned, the ring doesn’t help with Mirkwood, nor does it help with either river. I think I have to get caught by the elves next so I’ll muck about there next time; the only catch is sometimes I don’t find an elf! I’m assuming some of the went the wrong direction and fell off into a river.

I’m not doing a general system evaluation yet, but look: the fact characters are somewhat inconsistent is interesting, but in terms of concrete gameplay, it’s just been a pain to deal with because I haven’t been able to predict anything. Sometimes — sometimes — I can kill a goblin with a sword, but that’s as far as I’ve been able to get with anyone.

I assume answering Gollum’s riddle(s) might get me something, but since I already have the One Ring and managed to escape, I’m not so sure about that.

Oh, and sometimes my items disappear for no reason. I had the golden key, now I don’t. Character took it, I assume, and dropped it somewhere? I’ve also had the One Ring just go poof on me once while running about outside but at least that feels thematic.

Hopefully more progress next time, and still, just as a reminder since many people know this game, no hints whatsoever, thank you. I’ve managed to be unspoiled for 40 years so I might as well enjoy the result now.

Monday, 05. May 2025

Renga in Blue

The Hobbit (1982)

The early 1970s were some of the most tumultuous years in Australian politics. The Australian Labor Party, defeated since 1949, finally regained power in 1972. Gough Whitlam took the spot of Prime Minister, running on an agenda of progressive reforms and a slogan of It’s Time. In that span, amongst other things: The last Australians […]

The early 1970s were some of the most tumultuous years in Australian politics. The Australian Labor Party, defeated since 1949, finally regained power in 1972. Gough Whitlam took the spot of Prime Minister, running on an agenda of progressive reforms and a slogan of It’s Time.

In that span, amongst other things:

  • The last Australians returned from the Vietnam War in December 1972, the same month Whitlam took office
  • The Health Insurance Bill was proposed in 1973 and passed in 1974, giving universal health insurance
  • An Aboriginal Land Fund was created
  • There was a significant increase in the education budget, and college school fees were abolished in 1974 (this one didn’t last, University fees came back in 1989)
  • The “White Australia” policy favoring Europeans for immigration was ended

Due to complex reasons including budgetary stalemate, in December of 1975 Governor-General Sir John Kerr terminated Gough Whitlam’s appointment, explaining that he has the power to do so under section 64 of the Constitution. (This is as wildly abnormal as it sounds, and constitutional scholars are unclear if the move was even legal.) Labor lost the election that followed, and while Whitlam maintained party leadership, he eventually lost that too in 1977 and resigned.

In the middle of these progressive years, 1973, Outback Press was founded.

There would be whole years when no one would publish a single Australian novel … No one was publishing, so we decided, in the pub, there were four of us.

Morry Schwartz

From left to right, Colin Talbot, Alfred Milgrom, Morry Schwartz, Mark Gillespie. Photograph taken by Carol Jerrems.

The quartet above formed the leadership aiming for a young market. Quoting the writer Colin Talbot from a contemporary account:

The books we plan to publish will rely heavily on fiction, on poetry, on large format graphic and photographic works, sociojournalistic studies, that higher consciousness stuff, but not ecology. We will be relying on offset printing, eye-grabbing graphics and unconventional typography. The new journalism is one of our strong things.

They set up offices in what Morry Schwartz calls a “barn of place” that was “previously a junk shop for used plumbing fitments”. Three of the four — excluding Milgrom — moved in and “in between incessant debate, chess play-offs and live rock practice, some publishing actually happened.” It helped that they started the same time as the Whitman government was in full swing, as part of their educational push they established grants in literature, giving Outback Press $5000.

They managed to get some significant poetry, plays, and art photography books, although rather infamously the print quality was low and the books now are known to fall apart; however, keep in mind this was a time when Australian publishing was still being built from very little.

Part of the issue was the Traditional Market Agreement, which essentially gave Britain stewardship of the Australian market. If a British publisher got rights from an American publisher they immediately got the Australian rights by default. This understandably upset Australian publishers who in 1976 — via an anti-trust case in the United States — forced the agreement to be abandoned.

Outback saw this as an opportunity to get American authors, and while they had luck with some titles, on a trip of Milgrom’s he found that the publishers were still reluctant to sell to an Australian market without a British market attached; the Traditional Market Agreement, no longer law, held in spirit.

This led him to decide, if what publishers wanted was a British publishing company, he needed to make one; that way he could get American rights for both markets. Once finishing his work for Outback he moved with to London his wife Naomi Besen to form Melbourne House.

Speaking of Naomi Besen, now known as Naomi Milgrom (current job, billionaire philanthropist), despite being brought up in a rich family she always had a progressive bent, studying language and education in college and spending the three years before moving to London teaching language to autistic and schizophrenic children. Prior to the 70s, education to disabled children in Australia was not considered a right, and it wasn’t until ’73-’74 (Whitlam administration, again) that government funds started to be put towards precisely this issue. This means both directors of Melbourne House were involved in cutting-edge progressive causes immediately before founding their new company.

1980s photo of Naomi Besen. Source.

The selection of Melbourne House varied widely, with everything from the The Complete Book of Walking (by exercise expert Dr. Charles Kuntzleman) to the Commies-in-the-Vatican novel The Last Conclave (by the exorcist Malachi Martin).

The co-directors had interest in computers — Alfred even had supercomputer and mainframe experience from his college days — and they formed an offshoot company, Beam Software, in 1979. This is contrary to a date of 1980 you may have seen elsewhere but 1980 is when they were founded in Australia; the initial Beam Software was London-based, and you can see some of their catalog from this August 1980 ad:

Note their sales of “Adventure”: specifically, they offered the Scott Adams games up through Pyramid of Doom, selling for TRS-80, Apple II, Commodore Pet, and Exidy Sorcerer.

ADVENTURE by Scott Adams is incredibly complex, detailed and fascinating. It is like no other program you have ever seen! Defeat exotic wild animals to get treasures, or work out how to get out of a quicksand bog. You can communicate through two-word commands such as ‘go south’, ‘climb tree’, ‘throw ax’, ‘look around’, etc.

Unlike most available games ADVENTURE is full of surprises. It may take you more than an hour to ‘find a treasure’ and will probably take days or weeks of playing to get a good ‘score’.

This same ad also contains, importantly, their first original product. Milgrom had read an article in the Australian newspaper Financial Review mentioning a need for books for home computers users, so Milgrom went on to write 30 Programs for the Sinclair ZX80. The launch of the book coincided with him and his wife moving back from London, starting the (always planned) Australian versions of their two companies.

I should emphasize — for anyone thinking of Milgrom as “just” a publisher — that the ZX80 book has some very technical stunts, like a version of Gomoku that manages to wrangle 1k of memory by using the screen itself as memory storage and requiring the user to POKE memory locations outside of the regular type-in. Programming technical proficiency became a signature of Melbourne House and it was only years later that they hired a “designer” that was a non-programmer.

Speaking of hiring programmers, Milgrom made his first hire in December 1980, William Tang. They had no office at the time and the ZX80 was so low on capability their first program was sketched out on paper.

ZX80 doesn’t even do machine language by default so hacky methods (detailed in the ZX80 book) had to be used in order to do input. The first Melbourne House tape — a ZX80 version of Space Invaders — came out in February 1981, just in time for the ZX81 to drop and make all the retailers want to wipe the slate clean.

Melbourne House incidentally ran into some difficulty with the Beam Software name as well, clashing with another company. From Personal Computer World, December 1980:

As you may be aware, we advertised in the August issue of PCW, offering software and books under the name Beam Software.

Our advertisement attracted not only useful business but an objection from Beam Office Equipment who have established extensive trademarks and other rights in the Beam name.

As you know, we have discontinued use of the name Beam Software, and apologised to Beam Office Equipment for the inadvertent infringement of their right.

We will be continuing our business in software and books under our registered name, Melbourne House Publishers.

This was eventually smoothed over as Beam Software started to be used in Melbourne House products, but one certainly gets the impression there was hardscrabble chaos and Melbourne House made their finances work purely with their book sales. Even that aspect was in danger at the transition from ZX80 to ZX81 in early 1981 as the ZX80 book suffered the same fate as the ZX80 tape, and the only reason the company hung on is that the US version of the ZX81 wasn’t out yet; Melbourne House kept selling the US version of their book, giving enough time for Melbourne House to produce a ZX81 edition.

Despite this, there must have been some starry optimism, as Beam Software — according to their archived company web page — got the rights to The Hobbit in 1980.

The Hobbit was always the project I wanted to do. I think it is the premier fantasy adventure in British literature and that’s why we went for it. We had some contingency plans if the Tolkien Estate could not give us permission to do it, but luckily they were delighted with the idea.

Milgrom in 1982

Space Invaders obviously isn’t The Hobbit, but it was clearly what was in mind when Melbourne House started advertising for a programmer at the University of Melbourne. Veronika Megler, a computer science student in her last year, responded and brought her friend Philip Mitchell on board; they became hires number 2 and 3 after Tang.

Veronica Megler in 1983. Source.

Another hire on the project, Stuart Ritchie, was to specifically focus on semantics: As Veronica notes in an interview:

Alfred’s dream was to provide a natural language interface, and he hired Stuart, who was a language expert, to figure out how to do that.

That’s a team of four, and that’s what gets stated in the 1984 book titled Guide to Playing the Hobbit…

The program was written as a group effort by Philip Mitchell and Veronika Megler, with Alfred Milgrom and Stuart Ritchie over a period of 18 months.

…as well as an interview with Milgrom made right at the game’s release, where he refers to the “four of us” making the game. I’m emphasizing this point clearly because I have seen elsewhere a.) just crediting Philip Mitchell as “writing the Hobbit” b.) just crediting Megler and Mitchell.

Milgrom’s directive was to write the best text adventure ever.

We looked at ordinary adventure games and decided that we wanted to do something that would gо further and really stretch micros to the limit.

The micro in question they were using was a TRS-80 (the ZX81 clearly not being up to the task at hand, and the TRS-80 being the original home of the Scott Adams games that Beam Software briefly was a reseller of). It was written entirely in machine code — remember, all four of them were quite technical — and as Mitchell notes, by the time the ZX Spectrum came out (early 1982) they had done enough development to have a “basic TRS-80 version”; since both machines were Z80 based it was possible to port machine code from one to the other.

Megler designed the overarching structure of the game, selecting locations and designing the characters as well as the underlying artificial intelligence engine behind them. Philip worked on the overall engine as well as screen interface, while Ritchie worked on the parser.

We were very fortunate to have the services of Stuart Ritchie who developed what he calls his Inglish program. Stuart did a dual major in English Linguistics and Computer Science so he was really the ideal person to do it.

(I’m curious if the other language expert of the company — co-director Naomi Besen with experience in teaching language to autistic people — had any input into this, but she isn’t mentioned in any of the materials.)

There’s other materials out there on the history, and I haven’t gotten into the bizarro existence of Arkenstone, but I’m going to leave that behind all for now and get into the game itself. It launched to a spectacular reception, spreading from the original ZX Spectrum version to many other computers, and sold copies in the hundreds of thousands. There are numerous testimonials about this game forming core memories, so I was looking forward to finally popping it open, but the question arose: which version to play with?

I could use version 1.0, as the Data Driven Gamer did, but that version is allegedly quite buggy; a version 1.2 works a bit better, and if I go far enough along there’s Apple II and Macintosh versions with lengthier text. A shot from the admittedly lovely Macintosh port:

Original text: “You are in a comfortable tunnel like hall”. I’m keeping this version as a backup.

The other issue, other than bugs and changing text, is that of graphics. The early ZX Spectrum versions have art — part of the whole point of switching from TRS-80 — although the art was re-worked later.

Something about the ZX Spectrum version made me quite uncomfortable to play, and as I’ve written about before with Demon’s Forge, I don’t always feel obliged to play the earliest version of a game. Especially here, based on the timeline, many people played one of the later ports (either 1.2 ZX Spectrum or a different platform). I did worry the augmented text may have been a step too far, but I found a port that had both the original text and the new art: the MSX version.

Mind you, I was still a bit uncomfortable playing, and you’ll see why in a moment. The premise has us as Bilbo Baggins, where Gandalf the wizard and the dwarf Thorin accompanying us on a quest whilst following a “curious map”, on the way to get the dwarf treasure from the dragon Smaug. Notice: only one (1) dwarf. Understandable.

The opening room has a wooden chest. Trying to open it, examine it, or search it reveals nothing. I have no idea what the chest is about. The curious map is similarly unrevealing, where trying to read it just shows curious symbols. Trying to talk to either Gandalf or Thorin generally leads to no response or “No.” Gandalf in particular starts wandering on his own with on apparent rhyme or reason, and while Thorin follows me, I have yet to get him to do anything helpful. The closest I was able to do in terms of interaction was (following the manual) give the command SAY TO GANDALF (or THORIN) “READ MAP” but neither one has anything useful to say, as they can’t read the symbols either.

The manual comes with a verb list…

…but none of them seem specific to character conversation. I admit perhaps being a bit spoiled by the setup of Deadline, with a host of autonomous characters that you can talk to and will react to most every normal action. Here the characters seem a little more abstract, kind of like mobs in a MUD, but the intent seems to be to have characters that respond to commands but not to conversation. Deadline’s characters tended to the opposite, responding to conversation but not commands.

The map has the same “geographic jumping” as Arkenstone, but is more mixed:

That is, the spans are unequal between jumps; getting to Rivendell (see above) is just a matter of going EAST and then SOUTHEAST, but other times a single “step” is more like a traditional adventure. I also don’t understand how (on the map above) NORTH and EAST from the Lonelands lead to the troll clearing while NORTHEAST leads to a new area. (If nothing else, if you’re planning to have raw beginners play the game as Helen Stucky did with a museum exhibit, this aspect is bound to be confusing.)

Inevitably, with either route, you start by coming by a troll which has a key you need:

If you linger here, or head back in while the troll is still around, the troll will kill you. The idea here is — following the book — noting that this game has time pass (you’ll see the sun rise/set) so if you leave and come back not long after the trolls will now be stone.

Fortunately the key itself does not turn to stone, and you can head north over to a troll lair and unlock it.

The lair has a “strong short sword” and a “rope” that seem like they’ll be useful. With the troll area done we can go back past the troll to Rivendell, where Elrond hands over some lunch but I’m otherwise unable to make conversation.

Surely there’s some actions that work? Otherwise he feels like a prop here.

Past this the game suddenly switches to traditionalist mode with what is more or less a regular maze. I had to drop items to map it out properly.

There’s a “narrow path” that eventually leads to a “steep zig-zag” where at the end there’s a “deep misty valley” with a golden key, but the only exit I could find goes back to the narrow path.

I assume I’m missing an exit although I’ve combed over twice already. Maybe there’s some character that needs to be at a particular spot at a particular time. Gandalf still acts erratically; here he is grabbing the large key I had (which unlocked the troll lair) and asking “what’s this?”, a question I have no way of answering.

I have a feeling I’m dealing with very different norms than traditional adventure gameplay and I’ll need to puzzle out things like a.) are there hidden secrets in random spots? b.) do the characters give mention of these spots? c.) even though it seems like the characters act at random, is there anything useful they can do?

For now, please no hints whatsoever! Two more Mac pictures to close things out for now:

Not every room in the ZX Spectrum (and the corresponding room in the MSX version) is illustrated, but the Macintosh version has pictures everywhere.

The extra text may serve to make the game harder, not easier; there’s no reference to a Homely House in the MSX game, and it can’t be referred to in either version.


Choice of Games LLC

Coming Thursday! New Heart’s Choice Game, “Spellbound: Malachite Coven”—play the demo now!

Coming Thursday is our latest Heart’s Choice game, Spellbound: Malachite Coven! You can try the first three chapters for free today, check out the author interview, and don’t forget to wishlist it on Steam!

Spellbound: Malachite CovenComing Thursday is our latest Heart’s Choice game, Spellbound: Malachite Coven! You can try the first three chapters for free today, check out the author interview, and don’t forget to wishlist it on Steam!

Sunday, 04. May 2025

Renga in Blue

Over the Spectrum Adventure (1982)

Surprise! I’ve been doing research on The Hobbit published by the Australian/British company Melbourne House. One thing I knew ahead of time is that The Hobbit was technically their second “1982” adventure, as they published a port of Crowther/Woods for ZX Spectrum by Abersoft. I was never planning on doing a stand-alone post for the […]

Surprise!

I’ve been doing research on The Hobbit published by the Australian/British company Melbourne House. One thing I knew ahead of time is that The Hobbit was technically their second “1982” adventure, as they published a port of Crowther/Woods for ZX Spectrum by Abersoft. I was never planning on doing a stand-alone post for the game as it really is just an abbreviated Adventure; also, Melbourne House only picked it up for publication later.

Before it got snazzier art. Source.

However, I found there was another adventure game that Melbourne House did publish before The Hobbit. I’m going to save my full history for that entry, but to be brief: they were originally a book publisher (the publisher, Alfred Milgrom, had experience dating all the way back to a student newspaper at the University of Melbourne) and they branched into games, with their first “original” product being a book of type-ins for ZX80. Type-in books made a fair amount of their profits in the early days before they hit a best-seller with The Hobbit.

One of the books — advertised at least as early as October 1982 — was Over the Spectrum, edited by Philip Williams.

The last game of the book is just called Adventure. Despite it clearly having some tutorial aspects it is definitely a full game; so much so that we’ve seen it on this blog in a modified version by a different author. I’m not going to announce which until after going through the game, so you can test your knowledge of 1982 adventures and try to puzzle it out early.

The games were republished a year later in tape form so I didn’t need to worry about typing in the type-in.

This is yet another “gather-the-treasures” game but at least there’s the excuse of being a tutorial of sorts. (While the text doesn’t have a “tutorial sequence”, there’s fairly detailed source explanations.)

The tutorial aspect also gives some excuse for the fussy parser, where “take” works but not “get”, and you also need to type the first part of a “noun phrase” even if that happens to be the adjective. That is, to get the lamp — I mean take the lamp — the right command is either “take brass lamp” or “take brass”.

There’s a locked trapdoor you can’t get in to start, so here’s the map of the aboveground:

You can scoop up a bottle of rum in the kitchen heading north, and be just a little started stepping outside to find an “endless desert”. I mean, I realize people live in deserts, and it might not be the main character’s house, but usual the start area is a little more pastoral.

Also, the game doesn’t let you move anywhere, including from the starting room, unless you’re carrying the brass lamp. That means for the purposes mapping the semi-maze out via dropping objects, the only item you have to work with is the bottle.

Eventually you can find a “shovel” and “lake” at an oasis. The lake will pull you under and drown you if you try to go in, but the shovel is immediately useful; testing DIG all over the desert (the one case where it doesn’t feel weird) reveals a large key in a random spot. This key unlocks the trapdoor in the house. I guess someone had it fall out of their pocket. I hate trying to find my lost car key in an endless desert.

The lake gets taken care of later.

Here, now, is the area below:

The down-below kicks off with a troll guarding a sword. You can “kill troll” and the game will ask you what with; I fortunately paid attention to a spot in the directions that mentioned you can just hit enter to specify you mean your bare hands. That works on the troll, with the only tricky part being it’s a “mean troll” so you have to call it by that whole name or just “mean”.

You can then proceed east to find out whoever rides here (us, or weird uncle, someone else) is residing almost directly over the GATES OF HELL.

I’m going to say weird uncle.

The way is locked so you need to do a side trip down a “passage”. Along the way there’s a pirate who snatches your bottle of rum and leaves a gold coin behind…

…and a green dragon that needs to be killed by using the sword twice. Unlike Crowther/Woods bare hands don’t work here.

At the end of the passage is a “rope tied between the floor and the ceiling” and doing “cut rope” reveals an ivory key. This not only is the key for the gates of hell, but it also counts as a treasure (just like the gold coin from the pirate and Persian rug from the dragon).

Going into hell, we find a devil that says we have to go the right direction (this half-resembles death in Adventureland where you can make it out of limbo if you randomly pick the right way out).

The correct way is west; this leads to a “silver wand” which gets used almost immediately after to summon a bridge over a chasm, Crowther/Woods style.

Along the way there’s a part where you can dive directly into hell if you want…

…but otherwise the whole point is to nab the silver wand and ruby along the way and reach a passage which lands you back where the rope/ivory keys combination was. There’s also a “snorkel” along the way and this helps get the last treasure, and if you are carrying it you can safely dive into the lake in the desert.

If it hasn’t struck you yet, this is Hells Bells by Jacqueline Wright.

The desert is a forest in that game; the brass lamp is a candle. The pirate is now a witch (which is interesting since the pirate likely comes from Scott Adams, which likely comes from Crowther/Woods, so we have a fourth-generation “telephone game” copy). Hell mostly operates the same, with a “zombie” this time and the “angel of death” giving threat if you go the wrong direction.

Instead of getting a snorkel for a lake at the end, you get a gas mask for a sulfurous well, which honestly makes more sense to me than the original. (The diamond is implied to be at the bottom of the lake, right? If we’re getting “dragged down” by either bad swimming skills or some sort of local water suction, how do we get back up again?)

I’m not begrudging the author here, but it’s fascinating to see that someone took the book essentially as it was supposed to be — a model to copy in order to write new games. I doubt Melbourne House ever became aware of Hells Bells, though.

Next: Actually The Hobbit unless my research picks up something else wild I need to cover first. Includes never before seen history!

Saturday, 03. May 2025

Renga in Blue

The Curse of the Pharaoh

We’ve run through quite a bit of Peter Kirsch games now, with Magical Journey coming first chronologically, followed by Kidnapped, followed by kicking off the Softside Adventure of the Month series with Arabian Adventure. He edited the series but didn’t write them all; Crime Adventure was by Neil Bradley (age 12). David Steenson’s Windsloe Mansion […]

We’ve run through quite a bit of Peter Kirsch games now, with Magical Journey coming first chronologically, followed by Kidnapped, followed by kicking off the Softside Adventure of the Month series with Arabian Adventure. He edited the series but didn’t write them all; Crime Adventure was by Neil Bradley (age 12). David Steenson’s Windsloe Mansion Adventure (Jan. 1982) and James Bash’s Klondike Adventure (Feb. 1982) were the last of the series written by an outside party, as Kirsch started to crank out the entirety of the adventure series himself:

March: James Brand
April: Witches’ Brew
May: Dateline Titanic
June: Arrow One
July: Robin Hood
August: The Mouse That Ate Chicago
September: Menagerie
October: The Deadly Game
November: The Dalton Gang
December: Alaskan Adventure

The wild swerving between ideas means that Kirsch hit has some very early examples of adventure game genres, like conceptual-Sci-Fi-with-a-twist (Arrow One) and Western (The Dalton Gang). If I had to pick of the 1982 games, I’d say my favorite in terms of gameplay was Arrow One (with the alien language) and my favorite in terms of plot was The Mouse That Ate Chicago (which unfolded in a genuinely clever way, and with an ending “twist” that was logical and inevitable rather than just dropping from nowhere).

Frustratingly enough, I still haven’t been able to find more about Kirsch beyond what he wrote in Anatomy of an Adventure, where he stays strictly to the process of writing an adventure with no hint as to his biography otherwise.

Planning for my next adventure always begins long before the completion of my last, and it’s always different and perhaps even harder to solve.

He won’t have quite as many Kirsch games in 1983 because January 1983 is the last of the Adventures of the Month as a proper running concern; his games start to drop more irregularly.

The reason we’re playing a “bonus game” today is because in addition to their regular type-ins in the magazine proper, Softside also had a special “disk version” (see above). The disks often just had what was in the magazine (meaning the subscribers didn’t have to type in code themselves), but there was occasionally something extra. By this phase in Softside’s run games were starting to get more platform-specific; the Apple II March 1982 edition had: Hexapawn, Program Matcher, Disk Peeker/Poker, Gravity-Float Trace, and Magical Shape Machine; while all three had source code in the magazine, the latter three programs were Apple II only.

Screenshot of the Magical Shape Machine.

The Atari disk included a platform-specific adventure game from Kirsch and while it gets a mention in the magazine, there’s no source code (presumably it was considered too long, especially given the magazine was trying to be written for multiple machines at once). As far as why it didn’t simply get ported over to be used as one of the Adventures of the Month by Kirsch, that’s because it has Atari-specific graphics:

The game is odd in other ways, as there’s no regular parser.

Instead of typing a full two-word command as in most adventures, all you need to do is to type the keyword: GET or OPEN, for example, instead of GET BOX or OPEN DOOR. And, if an item is not relevant in a particular situation, you will not be able to DROP an item you are carrying. Such memory conserving devices allow the game to fit into just 16K of RAM.

I admit I tried booting up the game before seeing this instruction so I was trying to struggle and type GET FLASHLIGHT before realizing what was going on (you’re just supposed to type GET). This is made even more cryptic with the use of sound feedback; legal and illegal moves are indicated purely by sound, where a “good move” gets a “bell tone” while an “illegal move” gets a “loud buzz”. This makes it look like on the screen (other than objects moving around) there’s no response at all to actions.

The lore states that a “lone thief” entered the tomb of “Pharaoh Ickabathan”, stealing “the two rubies which had been placed as the eyes of the mummy”. The thief was confused trying to escape and dropped the rubies; the mummy, now sightless, found the thief and killed him. After, the mummy went back to its sarcophagus, but put a curse of darkness on the land that could only be broken with the restoration of the rubies.

There are two: one red and one green. The red ruby, although hidden, should be relatively easy to find. The green one is another matter altogether. In order to succeed you must find both, return them to the mummy, and exit the pyramid.

It’s sort of like the protagonist of Inca Curse messed things up and now we’re trying to fix it!

Quickly ignoring for the pyramid a moment and wandering into the desert, going east twice leads to a flashlight (which, again, you need to GET to pick up, not GET FLASHLIGHT). Heading back to the pyramid, then using CLIMB followed by LIGHT:

The hieroglyphs can be READ but the only feedback you get is a musical dirge, implying what they say by vibes. This is so deeply unusual — I can think of no other instance of reading-by-music — I clipped a video so you can listen.

Here’s a map of the rest:

There are two major points of difficulty, one partly created by the unusual verb system, one wholly created by the system. But to hit things in sequence:

East of the entrance is a four-way junction. To the north is a waterlogged room we’ll get by later (SWIM and JUMP don’t work)…

…whereas to the south there is a series of room consisting of 1.) a giant clam 2.) a bed in a dark room and 3.) a button. The button simply lowers a ladder later (and needs to be re-pressed after using the ladder since it will retract). The bed hides the first (red) ruby which can be found by using MOVE:

The clam is the first “unusual verb system” point. This is a puzzle in normal circumstances I’d be fine with but in order to test out verbs the process is VERB – WAIT FOR ANNOYING BUZZ – VERB – WAIT FOR ANNOYING BUZZ – etc. I still tried OPEN, PRY, HIT and a few other words in what amounted to literal minigame of guess-the-verb.

In my actual play I didn’t get this until later, but just to save time, the right verb is KICK, revealing a FUSE.

Going back to that junction and heading east, there’s a room with a rug and a button that doesn’t work. Doing GET will take the rug, revealing a key that you can also get.

A side passage from the same place leads up some stairs to a room with “something hanging from above”. If you’ve pushed the other button already the thing hanging (a ladder) drops to reveal further passage.

The top of the stairs have a locked door where the key straightforwardly works to unlock it, revealing the lair of the mummy.

We have the red ruby already; we’ll return shortly with the green one. Heading back out into the hall and going to the far west, there’s a FUSE BOX. While clearly this is where the FUSE goes, I had an impossible time figuring out how to put it in; REPLACE, PUT, INSERT, FIX, etc. were doing nothing.

I needed Dale Dobson walkthrough help although afterwards I realized I could have figured things out by paying more attention to the instructions. Specifically this spot:

And, if an item is not relevant in a particular situation, you will not be able to DROP an item you are carrying.

My brain just thought “no dropping” but glossed over the “relevant in a particular situation” spot — what this is meant to imply is that you can drop things, but only in puzzle-solving spots like this one. DROP is what places the fuse.

With the fuse fixed, the non-working button now drains the watery room.

This leads by a corridor with a rope, and further on a pit with a stake. TIE will tie the rope to the stake so you can go in the pit.

(Rubies technically can’t be green, but it’s part of a mummy that awakens and does curses of darkness, so I’m fine with that. Or to put things a different way, in a fictional universe adjacent to reality, the things that seem slightly off ought to be near the unreal parts.)

With both rubies in hand you can then go back and fix the mummy. Well, not FIX. DROP again. At least I knew now what to do.

It would be fun if this led to a big escape sequence with the mummy chasing us and parts of the geography modified to make puzzles act in a different way than coming in; an Aardvark game might do this. Instead we can just walk out to victory.

In context, as a game tossed on a diskmag, I would not have been disappointed; this certainly went farther graphically than I expected, and the clunky parser control at least had a logic to it even if in practice I had trouble. Circa March 1982 (assuming an older-me from that year) I likely would have filed the experience, and moved on to try to figure out Hexapawn.

The 3 by 3 board has three white pawns and three black pawns, where each pawn can either move forward one or capture diagonally, and the goal is to either advance a pawn to the other side or leave the opponent stuck with no moves. The computer opponent has black and starts at “random”, but eventually, through learning when it loses, it will always do best play. With optimal play black will always beat white.

Coming up: There’s only two games left, The Hobbit and Countdown to Doom. Anyone want to take bets?


Geheimagent XP-05 (1982)

I’ve covered early German computing history and especially the history of the Video Genie in my post here about The Mysterious House; you may want to read that post first, as today’s game is another one for Video Genie, the TRS-80 clone that managed to be more popular in Germany than the original. This game […]

I’ve covered early German computing history and especially the history of the Video Genie in my post here about The Mysterious House; you may want to read that post first, as today’s game is another one for Video Genie, the TRS-80 clone that managed to be more popular in Germany than the original.

This game previously hadn’t been indexed but Rob had brought it up in a discussion on German adventure games; some 1982 classified ads mention the game is for sale. It is one of the earliest known German adventure games.

Bode + Winkler are given as the publisher but I have found no evidence of them beyond the two classified ads for this game.

At the time I found a walkthrough but no game, and only managed to find it later buried amongst some assorted Video Genie disks, specifically the one called “spiele5.dsk”.

An author doesn’t get listed in the game itself. Cross-referencing the ad leads to a “Thomas Karcher” having the same address as the classified ad but I’m sticking with Bode + Winkler as the “author name”.

The newsletter of Club-80 has Alexander Wagner given as the “author” in a software catalog, but that’s apparently because he wrote the walkthrough in Issue 3 when he starts maintaining the club’s “Adventure Corner” in Issue 3 (September 1984).

The start of the walkthrough gives an action list, so I pulled it out right away. This isn’t just because of my difficulties with German; it’s also because all bets are off as far as what verbs might be considered “standard” when hopping over to another language. For example, this game includes both SCHLEICH (SNEAK) and LAUF (RUN) as verbs which are rare in English adventures from this era. The INVENTORY command is AUSRUESTUNG (EQUIPMENT).

LADE (LOAD)
GREIF (GRAB)
SCHLIESS (CLOSE)
NIMM (TAKE)
BEOBACHTE (WATCH)
WARTE (WAIT)
KLETTER (CLIMB)
SPRING (JUMP)
GEH (GO) — NORDEN, SUDEN, OST, WESTEN
RENN (RUN)
SCHLEICH (SNEAK)
LAUF (RUN)
LIES (READ)
DRUECK (PUSH)
ISS (EAT)
LEG (PLACE)
WIRF (THROW)
OEFFNE (OPEN)
SCHAU (LOOK)
SCHIESS (SHOOT)
AUSRUESTUNG (EQUIPMENT)

Generally speaking (at least in the games I’ve played so far) this means I can just think about translating nouns. This method was foiled early by a separable prefix which I’ll explain in a moment.

Our job is to break into a hunting lodge, steal a secret microfilm, and get out. We start with nothing whilst in a dark forest near the lodge.

ICH BEFINDE MICH IN EINEM DUNKLEN WALD.

I AM IN A DARK FOREST.

You can wander north, south, east, or west; if you wander in the wrong direction for too long the game says you are lost and starts over.

You need to start by going east before reaching a hedge.

ICH STEHE AN DER WESTSEITE EINES GRUNDSTUECKS, DAS VON EINER HOHEN HECKE UMGEBEN IST. EIN DURCHLASS IST NICHT ZU ENTDECKEN.

I’M STANDING ON THE WEST SIDE OF A PROPERTY SURROUNDED BY A HIGH HEDGE. PASSAGE THROUGH IS NOT VISIBLE.

Then go south, which travels along the hedge until arriving at the entrance. There’s an agent guarding the way.

ICH STEHE HINTER EINEM BAUM VERSTECKT AN DER SUEDSEITE EINES GRUNDSTÜCKS, DASS VON EINER HECKE UMGEBEN IST. 30 METER NÖRDLICH BEFINDET SICH DER EINGANG. EIN FEINDLICHER AGENT BEWACHT DEN EINGANG. ER TRAEGT EINE PISTOLE BEI ​​SICH.

I’M STANDING HIDDEN BEHIND A TREE ON THE SOUTH SIDE OF A PROPERTY SURROUNDED BY A HEDGE. THE ENTRANCE IS 30 METERS TO THE NORTH. AN ENEMY AGENT IS GUARDING THE ENTRANCE. HE IS CARRYING A PISTOL.

This is where the verb list ended up being both helpful for me and (specifically for me) trouble. The presence of WATCH was exceedingly odd so I paused to wait, and a moment came up where the enemy agent’s back was turned.

I then tried RUN and then GRAB and … well, I was close. The game was fishing for GREIF AN, that is, using the separable prefix AN which turns GRAB into ATTACK, and yes, the AN really has to be there.

(Brief German lesson which I’m probably going to botch up: some verbs in German have separable prefixes. In some circumstances these prefixes will stay attached to a verb, that is, “angreifen” — to attack — will maintain the “an” in front. When the verb is in a sentence as a finite verb, the prefix moves to the end of the sentence.)

I imagine for a native German that’s completely implied by the verb list but my brain was not thinking that at all. I saw ICH BIN TOT quite a few times.

Having properly pummeled the enemy agent, you can nab their pistol and go inside. The room description mentions the possibility of going east and west but those both involve DIE DETONATION DER MINE and our protagonist messily dying.

Progress for a while after this is linear, as shown above, as long as you don’t get tempted to kill yourself again. For example, the first room of the hunting lodge has a empty elevator shaft to the east where going in kills you.

IM SCHACHT IST KEINE KABINE. ICH FALLE.

THERE’S NO CAR IN THE SHAFT. I’M FALLING.

Just north there’s some “caviar”…

ICH STEHE IN EINER KLEINEN KAMMER. IM NORDEN SEHE ICH EINEN SCHMALEN GANG, IM SUEDEN EINE TREPPE. NEBEN MIR LIEGT EINE KONSERVENDOSE MIT DER AUFSCHRIFT -ECHTER KAVIAR-.

I’M STANDING IN A SMALL ROOM. I SEE A NARROW CORRIDOR TO THE NORTH, AND A STAIRWAY TO THE SOUTH. A CAN OF FOOD LABELED “REAL CAVIAR” LIES NEXT TO ME.

…but opening the can kills you with a gas that makes you fall asleep.

Along the way there is a room with ammunition where you can load the empty gun you obtained from the enemy agent (incidentally, if the gun was empty, how was the agent shooting you earlier? Grrr.)

ICH STEHE IN EINEM KLEINEN, QUADRATISCHEN RAUM AM SUEDENDE EINES LANGEN GANGES. IN EINER ECKE STEHT EINE KISTE MIT MUNITION.

I’M STANDING IN A SMALL, SQUARE ROOM AT THE SOUTH END OF A LONG CORRIDOR. IN ONE CORNER IS A CASE OF AMMUNITION.

A bit farther north there’s a side passage that leads to a “rocket”. Going in farther I assume we somehow get blasted by the rocket or fall in or die in some other horrible way because the game is not specific. Getting past my translation issues demonstrates we’ve fallen in:

“Delete me from the pensioner list. I’m f fa faaaaalling!”

Avoiding the side passage and going north normally also kills you, this time with an alarm.

ICH STEHE IM SUEDEINGANG EINES ACHTECKIGEN RAUMES. EIN WEITERER EINGANG IST IM NORDEN. IN DER LINKEN UND RECHTEN WAND BEFINDEN SICH IN KNIEHOEHE ZWEI SELTSAME OEFFNUNGEN.

I’M STANDING IN THE SOUTH ENTRANCE OF AN OCTAGONAL ROOM. ANOTHER ENTRANCE IS TO THE NORTH. IN THE LEFT AND RIGHT WALLS, AT KNEE HEIGHT, ARE TWO STRANGE OPENINGS.

After some thought and fiddling with some gum nearby (red herring) and the caviar (still just deadly) I tried to JUMP (SPRING) north and it worked, leading to the north side of the map.

You can walk around the other side of the rocket and find a small key; otherwise, the way to go is east where there’s a room with a console inside containing a red button and a green button. Pressing the green button will launch the rocket at your home base and kill everyone. Pressing the red button will cause an explosion, I assume destroying the rocket. Fun design choices, hope your minion doesn’t have their finger slip!

ICH STEHE IN DER SCHALTZENTRALE. HINTER MIR FAELLT DIE TUER INS SCHLOSS. MITTEN IM RAUM STEHT EINE KONSOLE MIT EINEM ROTEN UND EINEM GRUENEN KNOPF.

I’M STANDING IN THE CONTROL CENTER. THE DOOR CLOSES BEHIND ME. IN THE MIDDLE OF THE ROOM IS A CONSOLE WITH A RED AND A GREEN BUTTON.

Pressing either button incidentally activates the only “special effect” of the game with a rapidly moving zigzag pattern rolling down the screen.

Assuming you’ve pressed the correct button, the way out is now blocked, although there is a new room (a dungeon) that is revealed. You can go in and find a skeleton as well as a note containing a numerical combination which will get used in a moment.

ICH BEFINDE MICH IN EINEM ENGEN MUFFIGEN KERKER. UMPFFF! ICH ENTDECKE AM BODEN EIN MENSCHLICHES SKELETT. NEBEN MIR LIEGT EIN BESCHRIEBENER ZETTEL.

I’M IN A CRAMPED, MUSTY DUNGEON. UMPFFF! I DISCOVER A HUMAN SKELETON ON THE FLOOR. A NOTE LIES NEXT TO ME.

Heading south, you get attacked by three enemy agents and have a gunfight. This is just a matter of typing SHOOT AGENT (SCHIESS AGENT) over and over until the luck works in your favor.

With the agents dead, you can step over them to find a safe and use the combination at the skeleton (it was 898 for me, looking at the walkthrough it seems to be randomly generated). Inside is the microfilm.

ICH STEHE VOR DEM TRESOR. DIE TUER IST OFFEN. IM TRESOR LIEGT EIN MIKROFILM.

I’M STANDING IN FRONT OF THE SAFE. THE DOOR IS OPEN. THERE’S A MICROFILM IN THE SAFE.

Getting out I thought was the only hard part. Everything up to here was reasonable to solve, if mostly a death-trap maze where sometimes you just have to test out the red button. In the same room as the safe, you can shoot the safe door, which somehow opens a secret door. I assume I missed a hint somewhere?

IM WESTEN OEFFNET SICH EINE GEHEIMTUER, HINTER DER SICH EIN FAHRSTUHL BEFINDET.

A SECRET DOOR OPENS TO THE WEST, BEHIND WHICH LIES AN ELEVATOR.

The secret elevator leads back to the entry room of the hunting lodge, so escape is now just a matter of making a beeline south to victory.

The president says to Central: congratulations, you did it!

I don’t know if this game had any particular influences; CLUB-80 did have Scott Adams in their catalog so I’m going to assume some Secret Mission. I also liked how the gunfight with the three agents resembled the circumstance in Crowther/Woods adventure where multiple dwarves have built up, just in that game you’re using an axe and in this one you’re using a gun.

Map from the CLUB-80 newsletter showing both Alexander who wrote the walkthrough and Gunther who was the president of CLUB-80. There’s a “Walter” in either Switzerland or Austria.

Alexander did keep up the Adventure Corner column; in the issue I pulled the map from, he gives a walkthrough for the graphical adventure Atlantean Odyssey. It is possible more of interest may be pulled up in later years (I have yet to read every issue), but for now this seems a good way to end my non-English explorations of 1982.

Map from the Adventure Corner walkthrough.

Coming up: The last 1982 game of Peter Kirsch.

Friday, 02. May 2025

Interactive Fiction – The Digital Antiquarian

The End of Sierra as We Knew It, Part 3: The Dog Days of Oakhurst

If you take the time to dig beneath the surface of any human community, no matter how humble, you’ll be rewarded with a welter of fascinating tales and characters. Certainly this is true of Oakhurst, California. The little town nestled in central California’s Yosemite Valley near the western end of the Sierra Nevada Mountains has […]


If you take the time to dig beneath the surface of any human community, no matter how humble, you’ll be rewarded with a welter of fascinating tales and characters. Certainly this is true of Oakhurst, California. The little town nestled in central California’s Yosemite Valley near the western end of the Sierra Nevada Mountains has attracted more than its fair share of dreamers and chancers over the past 175 years or so.

Oakhurst sprang up under the name of Fresno Flats back in the 1850s, when, according to the received wisdom back East, the streams of this part of California glittered with gold; one only had to dip a hand in and scoop one’s fortune out. Needless to say, that was not really the case: the vast majority of the starry-eyed prospectors who passed through the budding settlement found only hardship and disillusionment in the forest around it. The people who did best from the gold rush were those who never ventured any farther into the wilderness than Fresno Flats itself, the ones who settled down right there to serve the needs of the dreamers, by selling them picks, axes, shovels, and pans, not to mention food, liquor, beds, and companions to share said beds for a brief spell of a night. Other hardy pioneers later opened a school, a post office, a lumber mill (complete with a log flume on the Fresno River), and eventually even a proper, moderately productive goldmine. Every one of the brave souls who came to the town and stayed had a unique story to tell, but for sensation value none can top that of Charley Meyers.

On the evening of May 22, 1885, two masked men armed with pistols and shotguns robbed a Wells Fargo stagecoach passing through the Yosemite Valley. The sheriff was at a loss about the crime and its perpetrators until the next afternoon, when a local man noticed some footprints leading away from the site of the robbery through the forest — leading, as it happened, directly to Fresno Flats and then right up to the front porch of Charley Meyers, a young farmer and handyman whose family had heretofore been held in good repute. Called to the scene by the amateur sleuth, the sheriff and his deputies burst into Meyers’s log cabin, where they found another resident of the town, a fellow named William Prescott, fast asleep in bed, looking like he had had quite a night. Prescott told the lawmen that Meyers had gone to Coarsegold, the closest town to Fresno Flats. He was duly rounded up there in short order.

The sheriff thought he had his quarry dead to rights. Not only had they left a trail through the woods obvious enough for his half-blind grandma to follow, but their frames matched the victims’ descriptions of their attackers’ build and they were found with guns in their possession that matched the ones used at the robbery. The victims had said that their assailants had smeared boot blacking over all of their exposed skin to further conceal their identity; sure enough, a can of the stuff was found in Meyers’s barn, traces of the same substance on two shirts that had been left lying on the floor inside the house. Further, one of the robbers had been so impolitic as to call the stagecoach driver by his name, indicating that he had to be a local who knew the man. Meyers and Prescott’s claim that they had gone into the woods that night merely to hunt wild hogs fell apart when they were asked to lead their interrogators to their supposed hunting ground separately, and each proceeded to go to a completely different place.

But, once taken to the larger city of Fresno to stand trial, these two rather astonishingly inept criminals were fortunate enough to enlist the services of a rather astonishingly wily defense attorney. Walter D. Grady was a scion of double-barrelled frontier justice straight out of a Zane Gray novel, a hard-drinking brawler who had lost an arm during a shootout. In addition to being a lawyer, he was a California state senator, a goldmine owner, and the proprietor of Fresno’s opera house.

Five years earlier, the transportation arm of the Wells Fargo conglomerate had hired Grady to help it secure the conviction of a different accused robber. But after that task had been accomplished, Grady’s client agreed to pay him only half of the amount he billed it. From that moment on, Walter Grady regarded Wells Fargo as his sworn enemy, making it known near and far that he would happily become the pro bono legal representative of anyone who got sideways with the nineteenth-century mega-corp. For he regarded his feud as a matter of personal manly honor; mere questions of guilt and innocence became less important in the face of such a consideration as this.

As the representative of Charley Meyers and William Prescott, Grady embarked on a strategy of legal exhaustion that Johnnie Cochran would have recognized and nodded along with. He refused to concede even the most trivial of points to the prosecution, even as he scored repeated laughs from the jury with his folksy manner, ribald jokes, and sheer pigheadedness in the face of common sense. For example, he noted that the can of boot blacking found in Meyers’s barn could also be found in those of dozens of other people, and speculated that the traces of the same substance found on the defendants’ shirts might just be residue from “the perspiration of a hard-working man.” (“I never worked hard enough to know,” quipped the sheriff, no stranger to folksy charm himself, by way of response.)

Despite Grady’s legal and logical contortions, Meyers and Prescott were found guilty and sentenced to twenty years at San Quentin State Prison. But their defense attorney refused to give up the fight even now. He appealed all the way to the California Supreme Court, with whom he shared damning evidence that the sheriff and the prosecution team had taken the jury out for drinks on at least two occasions. (He neglected to mention that he had done the same thing himself once.) The conviction was overturned and the prisoners remanded for a new trial. Grady did his thing, and this time he was able to charm or flummox enough of the jury to secure a mistrial. A third trial was ordered; another mistrial followed. By this point, the case had become a running joke in Fresno and its surroundings, with Grady, Meyers, and Prescott becoming unlikely folk heroes for the way they kept fighting the law and common sense and, if not quite winning, at least staving off defeat again and again. The authority figures who had been cast in the roles of the straight men in this legal farce decided they had had enough; they vacated the case and let the prisoners go free. You win some, you lose some.

So, Meyers and Prescott came home to Fresno Flats about a year and a half after they had been led away in handcuffs. Justice may not have been served, but Charley Meyers at least seemed to have been scared straight by his brief sojourn in San Quentin. He worked hard at legitimate pursuits, married well, and became a prominent landowner and businessman in his community. Throughout, he refused as adamantly as ever to fess up to being one of the perpetrators of the stagecoach robbery of 1885. Yet people in Fresno and elsewhere continued to remember him and the town from which he hailed primarily for that bizarre series of trials and his improbable escape from justice.

This really stuck in the craw of his wife Kitty Meyers, an eminently respectable lady. She decided that, if only a town called Fresno Flats no longer existed, people might stop talking about her and her husband in this unsavory context. She therefore embarked upon a lengthy campaign with the post office to change the official name of the town, a campaign whose ultimate success was more a testimony to apathy among her fellow residents than any groundswell of support for the idea. On April 1, 1912, Fresno Flats became Oakhurst in the eyes of the post office and the rest of the government. For many or most of the residents of the town, however, it would remain Fresno Flats for decades to come.

Charley and Kitty Meyers, long after the former had put his stagecoach-robbing days behind him. If Kitty hadn’t gotten tired of hearing her husband’s name brought up in association with that crime, Sierra On-Line’s boxes would have listed Fresno Flats rather than Oakhurst as the company’s address 70 years later. When a butterfly flaps its wings…

By whatever name, the town was still, as a report in the closest newspaper delicately put it, a “lively” place at this time, filled with miners and lumberjacks whose interests and recreations weren’t all that far removed from those of the starry-eyed prospectors the place had first been built to serve. (“One of the major sports among men at payday was pitching $20 gold pieces to a wagon rut. [The] man pitching the closest took all the coins on the ground.”) In time, though, the local goldmine ran out of bounty from the earth, and in 1931 the onset of the Great Depression spelled the end of the lumber mill as well. “Now, like so many of the early mountain towns, Fresno Flats finds itself slowly rotting away, soon to become another of the ghost towns of the Sierras,” wrote its last remaining schoolteacher despairingly in 1938.

But this mountain town got a new lease on life before it rotted away completely. In the 1950s, automobiles and the new interstate highway system led to an explosion in the number of visitors to this region of incredible natural beauty. Fulfilling at long last the ambition of the now long-dead Kitty Meyers by shedding the name of Fresno Flats once and for all, Oakhurst reinvented itself as “The Gateway to Yosemite National Park.” Road-tripping families became a more lucrative and far more reliable source of revenue for Oakhurst businesses than the gold hunters of yore had ever been.

Yet just like back then, some minuscule percentage of the visitors who streamed through the town elected to stay and leave their mark upon it. They were people like Jack Gyer and Cal Ragland, a pair of Los Angelenos who started the Sierra Star, the town’s first and only newspaper, in 1957, when there were still just 85 telephone numbers in all of Oakhurst. And they were people like the Ohioan Hugh Shollenbarger, who in 1965 erected the optimistically titled “World Famous Talking Bear” on Highway 41 just at the edge of Oakhurst. In the decades since, this statue of a grizzly bear has growled and spouted facts about his species from a tape recorder ensconced somewhere inside his fiberglass innards to thousands upon thousands of tourists, winning himself a page in many a catalog of roadside American kitsch. (“I am a native of this area, but don’t be alarmed. There are not many of us left…”)

The World Famous Talking Bear in Oakhurst. Notice the name on the storefront just behind him. Century 21 Real Estate was one of the brands owned by HFS, then later by Cendant Corporation. It’s a small world sometimes…

Seen in the light of this long tradition of creative entrepreneurship, Ken and Roberta Williams’s decision to move the “headquarters” of their budding two-person company On-Line Systems to Oakhurst in December of 1980 begins to seem like less of an aberration — even if, as I wrote quite some years ago now in these histories, Oakhurst was “about the unlikeliest site imaginable for a major software publisher.” They bought a home in Coarsegold, the neighboring town where Charley Meyers had been apprehended all those years ago, and leased their first office space in Oakhurst proper, in the form of a tiny ten-foot-by-ten-foot room above the print shop where new issues of the Sierra Star were run off each week. Indeed, the name of their early newspaper landlord may very well have been a factor in the Williamses’ decision to rechristen their company “Sierra On-Line” within a couple of years.

Like so many of those who had come to Oakhurst before them, Ken and Roberta Williams arrived seeking financial success; Ken, you’ll recall from the first article in this series, wanted more than anything else in life simply to become rich. Yet they both wanted to attain success on their own terms, in a town surrounded by all the trappings of paradise; their dream was half Ayn Rand, half Robert M. Pirsig. But first, like Charley Meyer before him, Ken Williams in particular had to go through a bit of an outlaw phase, filled with wild parties and a fair amount of recreational drug use and even a modicum of libertine sex, before he straightened up and turned Sierra into a respectable company. The tales about how he did that, and of a goodly number of the hundreds of games said company published over its nearly sixteen years of independent existence, have been a regularly recurring fixture of these histories of mine almost since the very beginning. So, rather than attempt to summarize them here, allow me to point you to the hundreds of thousands of words I’ve already written on these subjects.

As these tales were playing out, Oakhurst was being invaded by a new breed of outsider: folks who tended to be somewhat paler and skinnier than the legions of road-trippers and hardcore hikers streaming through, folks who tended to talk an awful lot about kilobytes and registers and opcodes and other incomprehensible technical arcana. The locals shrugged their shoulders and accepted them, as they had so many other strangers in the past. After all, their money spent just as well as anyone else’s at restaurants, shops, and gas stations, and some of them seemed to have a considerable amount of it to throw around. For their part, some of the computer-mad newcomers learned to love their new lives here in paradise, a few of them to such an extent that they would do their darnedest to avoid leaving it, even after the job that had brought them here was no more.

For to everything there is a season — to computer-game publishers just as to everything else, in Oakhurst just as everywhere else. The first indubitable sign that Sierra On-Line’s season in Oakhurst might not be eternal emerged already in 1993, when Ken and Roberta Williams set up a second office for the company in Bellevue, Washington, not far from Microsoft’s sprawling campus, to serve as its new “administrative headquarters.” By now, Ken was no longer the genial, party-hearty boss who had once celebrated the end of the working week each Friday by slamming down schnapps shots with his staff. The more buttoned-down version of Ken Williams insisted that the office in Bellevue was necessary. He said — and we have no reason to doubt his word on this — that Sierra’s isolated location was making it hard for him to hire top-flight talent from the world of business and finance, that Oakhurst’s lack of proximity to a major airport was becoming a crippling disadvantage in an ever more competitive, increasingly globalized industry. Nevertheless, in a telling testament to how big the gap between the Williams family and the rank and file in Oakhurst was already becoming, some of the latter believed the decision to up stakes for Bellevue was an essentially personal one, having much to do with the absence of a state income tax in Washington. And who knows? That may very well have been a consideration as well. For whatever reason or reasons, the era of a collective of “software artisans in the woods” effectively ended for Ken and Roberta Williams in 1993.

Although the announced plan was to continue to make the games in Oakhurst and to market them from Bellevue, many of the established staff suspected that this division of labor would prove no more than temporary. Sierra game designer Corey Cole, for one, told me that he was “pretty sure that the move would soon result in moving most or all of the project teams out of Oakhurst.” His cynicism was partially validated just one year after the Bellevue office opened, when Sierra laid off a substantial chunk of the Oakhurst workforce, in the most brutal downsizing of same since the company had nearly gone bankrupt in the wake of the Great Videogame Crash of 1983. Sure enough, Bellevue now started making games as well as selling them. In fact, as the Oakhurst employees saw it, Ken Williams now displayed a marked tendency to choose the projects that he felt had the most potential for his own backyard, leaving the scraps to the town that had built Sierra. Be that as it may, one definitely didn’t need to be a complete cynic by this point to suspect that the writing was on the wall for Sierra’s remaining software artisans in the woods.

Thus when the news came down to Oakhurst from Bellevue a year and a half after the traumatic layoff that Sierra On-Line had been suddenly, unexpectedly acquired by a company called CUC, it was greeted with more trepidation than excitement. The Oakhurst people’s first question was the obvious one: “Who the hell is CUC?” Craig Alexander, the current manager of the Oakhurst operation, was less surprised that Sierra had been acquired — he had always suspected that to be Ken Williams’s endgame — than he was by the acquirerer. “We always thought we’d be bought by a large media concern or Hollywood studio or technology company,” he says. A peddler of borderline-reputable shopping clubs and timeshares had not been on his bingo card. Al Lowe of Leisure Suit Larry fame saw dark clouds on the horizon as soon as he read the email from CUC that said, “We love this company. That’s why we bought it.” “Translated into English,” Lowe says wryly, “that means, ‘We’re going to change everything.'”

In the long run, his prediction wouldn’t be wrong, but there was a period when the more optimistic folks in Oakhurst were given enough space to fondly imagine that their lives might continue more or less as usual indefinitely. The Sierra employees who lost their jobs in the immediate aftermath of the acquisition were the marketers, accountants, and other front-office personnel who worked from Bellevue, who were deemed redundant after it became clear that Bob Davidson and his administrative staff rather than Ken Williams and his would be setting the direction of the new CUC software arm. The Oakhurst people sympathized with the plight of their ostensible comrades in arms, but the truth was that there had been little day-to-day contact between the two halves of the company — and, what with the stresses and rivalries playing out in the corporation as a whole, not always a lot of love lost between them either.

Still, there were some changes in Oakhurst as well, some of which become distinctly ominous in retrospect. “Little conversations stick out” today in the memory of Craig Alexander: “I remember CUC management lecturing me and my leadership about why we couldn’t deliver revenue and earnings on a quarterly basis. They were all proud of the fact that they had been delivering to Wall Street expectations for the last four or five years. ‘How come you guys can’t do that?'” CUC called everyone in Oakhurst together to pitch to them a scheme known as “salary replacement,” in which employees would agree to be paid partly in stock rather than cash; a fair number of them signed up, much to their eventual regret. Less sketchily but no less disturbingly, the Oakhurst folks were told that they now worked at “Yosemite Entertainment,” just one of a portfolio of studios that would henceforward live under a broad umbrella known as Sierra. To be thus labeled just one among many sounded worrisomely close to being labeled expendable.

For the time being, though, games continued to be made in Oakhurst. One of these would prove the very last of the “Quest”-branded Sierra adventure games, released about two weeks after King’s Quest: Mask of Eternity wrapped up another such series in such confusing and dismaying fashion. Quest for Glory V: Dragon Fire would acquit itself decidedly better, even though it too was subject to many of the same pressures that conspired to so thoroughly undo Mask of Eternity. As was always the case with the Quest for Glory series, its ability to at least partially defy the natural gravity of Sierra, where good design was never a thoroughgoing organizational focus even in far less unsettled times than these, was a tribute to Corey and Lori Ann Cole, to my mind the two best pure game designers who ever worked on Sierra’s adventure games.



In a way, the most remarkable thing about Quest for Glory V is that it ever got made at all. Certainly no reasonable person would have bet much money on its chances a short while after the fourth game in the Coles’ series of adventure/CRPG hybrids came out.

That entry, Quest for Glory: Shadows of Darkness,[1]Note the decision not to include a Roman numeral in the name, which serves as proof that the debate over whether numbering the installments of a long-running series hurt or harmed sales was older than King’s Quest: Mask of Eternity. is considered by many fans today to be the very best of them all. Yet the game that modern players experience through facilitators like ScummVM is not the same as the one that was released on December 31, 1993, just in the nick of time to book its revenues as belonging to the third quarter of Sierra’s Fiscal 1994. The game as first shipped was riddled with bugs and glitches that led to harsh reviews and many, many returns. Although some of the worst of the problems were later remedied through patches, the damage had been done: Shadows of Darkness’s final sales figures were not overly impressive. The Coles were contractors rather than employees of Sierra at the time they made it, but they too felt the pain of the layoff of 1994. The day after more than 100 regular employees had gotten their pink slips, Ken Williams met with them to tell them that there would be no Quest for Glory V. The series, it seemed, was finished, one game short of the epic finale that the Coles had been planning for it ever since embarking on the first installment circa 1988.

I mentioned earlier that some of the people who came to Oakhurst to work at Sierra never left the town even after the job that had brought them disappeared. Count Corey and Lori Ann Cole among this group. Even though their services were no longer desired at Sierra, they were determined to keep on living here in paradise. They took on contracting projects that they could do from their home, most notably the adventure game Shannara for Legend Entertainment, based on the long-running series of fantasy novels by Terry Brooks.

Some time after that game came out — and after a second game for Legend, to be based on Piers Anthony’s Xanth novels, had fallen through — a rapprochement between the Coles and Sierra took place. One of the projects that was still being run out of Oakhurst was The Realm, one of the first graphical MMORPGs, which ran on a modified version of Sierra’s venerable SCI adventure engine and even lifted some of its code straight from the Quest for Glory games — understandably so, given that these were the only other SCI games which, like The Realm, weaved monster-killing, character levels and stats, and other CRPG traits into their tapestry of adventure. For a while, Craig Alexander considered turning The Realm into some sort of Quest for Glory Online with the help of the Coles, but ultimately thought better of it.

Nonetheless, the lines of communication had been reestablished. Sierra had received a good deal of fan mail over the last couple of years asking if and when the next Quest for Glory would come out; the fourth game had ended on a cliffhanger, which only made the fans that much more desperate to know how the story ended. So, it did seem that there was a market for a Quest for Glory V, even if a relatively small one by the standards of the growing industry. Hedging his bets in much the same way that Roberta Williams was about to do with King’s Quest: Mask of Eternity, Craig Alexander came up with the idea of a “small-group multiplayer” game; a matchmaking service would put players together in “shards” with just a handful of others, as opposed to the hundreds or thousands who could play together in The Realm. Yet it was never clear how the narrative focus of the older Quest for Glory entries might be made to work under such a conception. Lori Ann Cole accepted a commission to work up a design, but she almost immediately began lobbying for the inclusion of a single-player mode as well. This, one senses, is where her heart really was right from the start: giving players the narrative closure they were begging for in all those letters. Under the pressure of practicalities, the multiplayer aspect gradually slid away, from being the whole point of the game to an optional, additional way to play it; then it disappeared entirely in favor of a Quest for Glory like the series had always been, in the broad strokes at least.

Still, Quest for Glory V was destined to remain the odd man out in the series in many other, more granular respects. The SCI engine wasn’t maintained after 1996 — The Realm was one of the last things ever done with it — and so the team behind the fifth game was forced to look for another way of implementing it. Lead programmer Eric Lengyel first devised a state-of-the-art voxel-graphics system, only to find that it was too demanding for the hardware of the day. After some flailing against the inevitable, he agreed to scrap it and code up a more conventional 3D-graphics engine from scratch. Corey Cole, who didn’t join the project until it was about a year old, considers all of these efforts to have been misplaced. Buying someone else’s 3D engine would have entailed a large one-time cost, he notes, but it would have freed up a lot of time and energy to focus on design rather than technicalities. He has a point.

During 1998 and 1999, the new-look Sierra would release three adventure games with one foot in the past and one in the future: King’s Quest: Mask of EternityQuest for Glory V: Dragon Fire, and Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (a subject for a future article). Rather incredibly, each of these games would run in a different 3D engine, two of them custom-built for this application and then never used again. The contrast with the 2D SCI engine, which was used over and over again in dozens and dozens of applications, could hardly be more stark. It seems that there are major advantages to having a group of developers all working out of the same location and communicating daily with one another, as was the case during the glory days of Sierra in Oakhurst. Who would have imagined?

Of the three aforementioned games, Quest for Glory V is the only one that could have been implemented in 2D without losing much if anything. Despite the departure from the comfortable old SCI environment, its presentation and gameplay are quite consistent with that of the earlier games in the series: that of a (mostly) fixed-camera, mouse-driven, third-person graphic adventure of the classic style, with a geography divided into discrete areas or “rooms.” Combat is a little different from before, in that it takes place on the same screen as the rest of the gameplay, but, again, it’s hard to see why this couldn’t have been implemented in SCI. The benefits of 3D graphics, such as they were, must have come down largely to the production costs they could save — although one does have to question how much money if any was really saved in the end, given the time and effort that went into making a 3D engine from scratch, such that Quest for Glory V ended up becoming by far the most expensive of all the games in the series. On the plus side, though, the visuals are generally sharp, colorful, and reasonably attractive; they’ve held up a darn sight better than many other examples of 1990s 3D. From the player’s perspective, then, the choice between 2D and 3D is mostly a wash.

In other respects, Quest for Glory V has a lot going for it. Each game in the series before it has a setting drawn from the myths and legends of a different real-world culture: Medieval Europe for the original Quest for Glory, the tales of the Arabian Nights for Quest for Glory II: Trial by Fire, Sub-Saharan African and Egyptian mythology for Quest for Glory III: The Wages of War, Gothic Transylvania (plus an oddly discordant note of H.P. Lovecraft) for Quest for Glory: Shadows of Darkness. Quest for Glory V: Dragon Fire is based on ancient Greek myth, a milieu more familiar to most Western gamers than any since that of the first game. The Coles take their usual care to depict the culture in ways that combine humor, excitement, and respect. And in the end, who isn’t happy at the prospect of spending some time on a sun-kissed Aegean archipelago? Quest for Glory V is a nice virtual place just to inhabit, which is a large part of the battle in making a satisfying adventure game.

Another large part is the gameplay itself, of course, and here as well Quest for Glory V acquits itself pretty well. The puzzles are generally solid. The combat is more frequent and more action-oriented than in the earlier games, betraying more than a slight influence from the hugely popular real-time-strategy genre, but the shift is more one of degree than of kind. At its best, Quest for Glory V, like its predecessors, manages to avoid that sense of jumping through arbitrary hoops that dogs so many adventure games, making you feel instead like you’ve been plunked down at the center of an organically unfolding story. This isn’t always the case, mind you; there are a few puzzles that are under-clued in my opinion, such that the grinding gears of the game show through when you encounter them and have your progress stopped dead. But by any objective standard, there’s more to like than dislike about the design of Quest for Glory V.

For all that, though, I must admit that I walked away from the game feeling a little bit underwhelmed — and, judging from what I’ve read of other players’ reactions, that feeling is fairly typical. There’s an elegiac quality to Quest for Glory V that overshadows the here-and-now plot, involving, it eventually emerges, a dragon who is ravaging the archipelago by night. The Coles indulge in buckets and buckets of fan service, bringing back characters who were both prominent and obscure in the previous games, for starring roles and cameos in this one. Nice as it is to see them, the Greekness of the setting sometimes threatens to get lost entirely amidst this multicultural babble. It’s a double-edged sword for which I can’t prescribe any ready remedy. For a fan who grew up with Quest for Glory, seeing characters from childhood memory return like this must have been magical indeed. For fans who grew up with Sierra’s adventure games in general, and were now beginning to suspect that there were not likely to be many more such games, the poignancy must have been that much more intense — as if all of these beloved characters were waving farewell not just to this gaming series, but to an entire era of gaming history.

That said, the constant nostalgic callbacks do have a way of preventing Quest for Glory V from ever fully standing on its own two feet, separate from the series for which it serves as the finale. Even those players whose eyes filled with tears upon seeing the wise old leonine paladin Rasha Rakeesh on their monitor screens again might have to admit that the game never quite feels like the epic culmination of all that has come before which it perhaps ought to be; throughout its considerable length, it feels rather more like The Lord of the Rings after Frodo has thrown the One Ring into Mount Doom. In one sense, that’s noble, moving as it does beyond the lizard-brain emotional affect of most games. But it does also demonstrate that, although Quest for Glory V is a vastly better game than King’s Quest: Mask of Eternity by any standard you care to name, it was nevertheless subject to some of the same cognitive dissonances. There weren’t enough old Quest for Glory players to justify its budget, even as the new players that the better graphics and more extensive and action-oriented combat were meant to attract would feel like they had been invited to a cocktail party where everyone knew each other and they didn’t know anybody.


Despite the technological changes, Quest for Glory V still looks and feels like a Quest for Glory. The Adventurer’s Guild here looks much like the one in the first game, except that it’s now filled with mementos of your own previous adventures.

In addition to looking like Quest for Glory, the game also manages to look appropriately Greek. And note the time that is displayed at the upper right. Like all of the other games in the series, Quest for Glory V plays in accelerated real time, complete with day-to-night cycles. This can be annoying in that you have to keep going back to your hotel room to eat and sleep, but it does wonders for the verisimilitude of the experience.

Fighting a hydra with your old friend Elsa, whom you first met all the way back in the first game, where you freed her from Baba Yaga’s curse. In another blast from the past, the Quest for Glory V combat engine was the work of John Harris, one of Ken Williams’s star programmers from the very early days, the creator of a masterful clone of Pac-Man. As chronicled at almost disturbing length in Steven Levy’s classic book Hackers, Ken Williams made it his mission in life for a while to get the shy and awkward young man laid. The version of John Harris who returned to work on this game was presumably more worldly…

You can take the same character through all five Quest for Glory games, which is kind of amazing when one considers the transformative changes in computer technology that took place over the decade or so that the series encompassed. And yet Quest for Glory V doesn’t give you the feeling that your character has become really, really powerful. All of the monsters to be found here are strong enough themselves to challenge him; there are no kobolds to go and beat on to prove how far he’s come. Similarly, if you create a character from scratch, you don’t necessarily feel that this is a high-level character. Is this part of the reason that the game fails to inculcate that elusive sense of being truly epic? Perhaps.

The Science Island section smacks of The Castle of Doctor Brain.

Veterans of the series will be horrified when Rakeesh is poisoned. Newcomers will wonder who the hell this weird lion guy is and why they should care what happens to him. Herein lay many of the game’s problems as a commercial proposition.


Quest for Glory V was released on December 8, 1998, about a year behind schedule. Reviews tended to be on the tepid side. Computer Gaming World’s was typical. “While Quest for Glory V isn’t likely to win over anyone new,” wrote Elliot Chin, “it will serve as a fond farewell for all those longtime fans who want to guide the Hero through one last adventure”; he went on to admit that “what fueled my desire to play the game was nostalgia.” Perhaps surprisingly in light of reviews like this one, Corey Cole believes it may have sold as many as 150,000 copies, although a substantial portion of those sales were probably at a steep discount as bargain-bin treasures.

If you had told the people in Oakhurst on the day that Quest for Glory V shipped that it would be the very last adventure game to come out of their offices, they might have been saddened, but they wouldn’t have been shocked. For it had been announced just eighteen days earlier that Sierra had another new owner, this one based more than a quarter of the way around the world from the Yosemite Valley. The people at Yosemite Entertainment had good cause to feel themselves more expendable than ever.



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Sources: The books Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams and Hackers: Heroes of the Computer Revolution by Steven Levy. Computer Gaming World of October 1997 and April 1999; Sierra’s customer newsletter InterAction of Fall 1996, Spring 1997, Fall 1997, and Fall 1998, Sierra Star of November 28 2017; Fresno Bee of March 8 1912; Madera Tribune of September 24 1957 and February 18 1965.

Online sources include “How Sierra was Captured, Then Killed, by a Massive Accounting Fraud” by Duncan Fyfe at Vice, the Fresno Flats Historic Village & Park’s “History of Fresno Flats & Oakhurst,” “Stagecoach to Yosemite: Robbery on the Road” by William B. Secrest at Historynet, and an old television interview with Hugh Schollenbarger.

I also made use of the materials held in the Sierra archive at the Strong Museum of Play. Most of all, though, I owe a debt of gratitude to Corey Cole for answering my questions about this period at his usual thoughtful length.

Where to Get It: All five Quest for Glory games are available for digital purchase as a single package at GOG.com. And be sure to check out Corey and Lori Ann Cole’s more recent games Hero-U: From Rogue to Redemption and Summer Daze: Tilly’s Tale.

Footnotes

Footnotes
1 Note the decision not to include a Roman numeral in the name, which serves as proof that the debate over whether numbering the installments of a long-running series hurt or harmed sales was older than King’s Quest: Mask of Eternity.

Thursday, 01. May 2025

Renga in Blue

Enchanted Forest: Circle Thrice

(Continued from my previous post.) It turns out — despite multi-line issues to an extent it’s still puzzling what happened — Gus Brasil had already busted through with the power of editing the BASIC lines directly, so was able to put a “fixed” version of the game. This fixed version still crashes at a critical […]

(Continued from my previous post.)

It turns out — despite multi-line issues to an extent it’s still puzzling what happened — Gus Brasil had already busted through with the power of editing the BASIC lines directly, so was able to put a “fixed” version of the game. This fixed version still crashes at a critical point but it was enough for me to get through to the end of the game. (EVEN MORE EXTRA: Stay tuned to the end — there’s a specific reason all the issues happened.)

I’m still not entirely sure about two of the puzzles, but let’s continue from where I crashed last time…

…which was at the trunk shown, where the game just breaks with a syntax error. The fixed version goes past this, revealing that inside the trunk there is a small chest.

Unfortunately, trying to OPEN CHEST brings up the EXPLOSIONS which got us at the troll cave last time.

The chest-in-trunk is a trap, and one we’ll get back to, as I was able to (with the fix) use the ASK command. The reason the original broke is it set a variable marked ASK, which nameclashed a protected word in Color Computer BASIC (ASC). The exact circumstances here are important not only to fixing the problem (just change the variable name to something else) but also because it seems impossible this would happen with some kind of bad dump error. Yet, how was this game able to run then? There was a review in the Rainbow only two months after the game’s release which didn’t mention any fatal bugs, although the reviewer did have the same problem as I did in figuring out what the graphics were supposed to depict.

Yes. Nice green grass. Pretty green trees. Purple tree frogs. And, oh no. We’ve broken a rule and told you something about the adventure. Yes. that thing is a tree frog.

Well, we weren’t sure what it was. We tried a bunch of things and didn’t get it right. Finally, we went a-hunting in the list of variables (one reason I like Basic Adventures — when I get stuck I can cheat) and figured out it was a tree frog. And, while I still have not found out what to do with the tree frog, at least I know what it is.

The review does, importantly, indicate that the reviewer did not finish the game. Maybe they didn’t try using the ASK command at all?

Oh, by the way, the tree frog is used for nothing. I think. We’ll get back to that later.

With the ASK command working properly, I was able to ASK ORACLE — the wandering old man with the staff and ASK SHINVA, the tree dryad. In both cases they gave cryptic hints.

Speaking of cryptic hints, I’ll mention I knew RUB was a verb that worked (both from using my verb-testing list, but also plowing through the BASIC code later trying to diagnose crashes) and found it applies to the URN.

This technically gives four clues: TRANSLATION OF FIVE WILL GET YOU CASH, U REPLACES K, YKG / KYA (on the urn), and CIRCLE THRICE IF TRAPPED (as “said” by the urn). I have no idea what what the first three clues mean; I’ve finished the game and circling thrice is the only one I “used”.

I spent a long time trying to get literal translations of the word “five” (like “cinq”) to work out to something, but without luck; to be honest I was still leery about the possibility there might be some broken code, so I poked around until I found curious reference to a noun “BOT”. This was in the OPEN section, so I tried OPEN BOTTOM while holding the chest, and it worked, revealing gold coins.

Now, do the unused clues point to this directly somehow? Or maybe the clue about five points was meant to apply to something in one of the items that I never used in the game (to disclose right now I never used: hip boots, mushrooms, stump, lake, fishing net, tree frog) and from that item I would get a second clue suggesting I could have opened the chest from the bottom safely. Or maybe — and this is very very possible — the author(s) had some elements in mind but never bothered implementing them due to running out of space / time / mental willpower.

Fortunately, I had already done ASK TROLL (“MONEY FOR SAFE PASSAGE”) so I knew where the coins needed to go.

That is, while you can kill the troll with a sword, the cave is then trapped with an explosive and you die. All three items carried at the start (sword, food, rope) are red herrings.

This led to a new area…

…and a new background graphic. Finally not the same three trees over and over.

Just this graphic over and over instead.

An offshoot branch leads to a rock blocking the way which I was unable to move. You can try to JUMP ROCK but you hit your head on the ceiling and die.

What’s important to start is an axe to the far west of the cave. With the axe in hand, it is now possible to go back to the ogre and the princess and KILL OGRE (sword wasn’t able to get through the tough skin, I guess).

With the ogre dead you can now ASK PRINCESS and crash the game.

Using video capture I still wasn’t able to get right up to the crash so this is missing a word.

I think the message is about using the nymph’s “name” but after multiple repeats it kept zipping by so I’m not sure. Either way the word SHINVA isn’t useful, but I knew (again from needing to extract the verb list during debugging) that VAN was a verb, so maybe VANISH which is an anagram?

Yes! This let me get down to a small 2 by 2 area of caves with apparently nothing in them.

Going back through the clues I had not used yet (which was all of them at this point) I decided Circle Thrice could apply here so I tried going E, S, W, N repeatedly, doing a circle and seeing if something would happen. On the third time while going west there was mist described visually by giving the word “MIST”.

Then going north led to the key, which landed in my inventory without having to even pick it up.

Thus I was able to get back to the cage, OPEN CAGE, GET PRINCESS, and walk my way to victory (go back to the castle at the start and GO CASTLE).

Twist ending!

Unfortunately we don’t have a copy of The Secret of the Crypt despite it being advertised fairly regularly in The Rainbow up through 1985. Searching references to Genesis Software through the entire run of The Rainbow, there’s one more mention in 1989, in a letter that asks about the company amongst other members of the fallen. Alas,

To the best of our knowledge, the majority of the software companies you mention went out of business years ago and are no longer marketing software for the Color Computer.

I’ve found other Genesis Softwares, including one in Missouri founded in the 90s, but that’s a fairly popular company name so I don’t think they’re any relation; the trail goes cold for now.

Thanks to everyone in the last thread who helped with prying open this game’s secrets. I am still Secret Agent-ing in German so we’ll get back over to the normal TRS-80 next time.

EXTRA: Gunther has the extra issue worked out (one of the lines was too long) and has a download here. This version of the game works with no crashes.

In order to fix that issue, he modified the princess dialogue line to cut the apostrophe-S from the word “NYMPH”:

Also, all the spare clues have now been resolved. Gus Brasil found that if you LOOK CHEST you get an additional picture with helpful information:

These letters shifted (translated) by five will get the command OPEN BOTTOM as needed to open the chest safely.

Regarding the urn’s text, as noted by John N…

…applying the “U for K” clue gets ?U? U?? which is close enough to RUB URN that it seems like the game is meaning the player to jump the rest of the way (the similarity to OPEN BOTTOM helps). I had skipped needing this information as I had solved the puzzle by simply knowing RUB worked and it ought to be tried on things that looks magic.

EXTRA EXTRA: As BB Durall observes in the comments, ASC is not a protected word while loading from tape rather than disk. Gunther tried extracting the BASIC and using that to be in no-disk mode and was able to get the game to run without modifications. Download the BASIC here, then run with xroar -m coco -no-machine-cart -run ENCHANT.BAS which will load the file “off tape”.


Choice of Games LLC

“Scarlet Sails” is now on Steam and 25% off everywhere!

Hosted Games is happy to announce that Scarlet Sails, by Felicity Banks, is now available on Steam for the first time ever! To celebrate, you can buy Scarlet Sails for 25% off on all platforms until May 8th. Hoist the Jolly Roger and set sail to find the legendary Titan’s Treasure! Do you fight with a cutlass or with magic? Are you biding your time until you can shoot your captain in the back, or a

Hosted Games is happy to announce that Scarlet Sails, by Felicity Banks, is now available on Steam for the first time ever!

To celebrate, you can buy Scarlet Sails for 25% off on all platforms until May 8th.

Hoist the Jolly Roger and set sail to find the legendary Titan’s Treasure! Do you fight with a cutlass or with magic? Are you biding your time until you can shoot your captain in the back, or are you the reason the rum is gone?

Scarlet Sails is an 80,000-word interactive novel by Felicity Banks, author of Attack of the Clockwork Army and Bali B & B. Your choices control the story. It’s entirely text-based–without graphics or sound effects–and fueled by the vast, unstoppable power of your imagination.

• Enjoy an adventure on the high seas.
• Choose your personality, fighting style, and magical skill.
• Play as male or female or nonbinary; gay, straight, or asexual.
• Choose who to love, including options for singlehood or polyamory.
• Face the horrors of your past—and of the deep.
• Find treasure, treachery, and maybe even true love.

Felicity developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.


Renga in Blue

Enchanted Forest (1982)

Genesis Software — at least the version of the company we’re talking about here, not the business software company from Washington — started advertising in The Rainbow in October 1982. The magazine was, essentially, the central information outlet for the TRS-80 Color Computer all the way up to 1993. Nearly everything for Color Computer went […]

Genesis Software — at least the version of the company we’re talking about here, not the business software company from Washington — started advertising in The Rainbow in October 1982.

The magazine was, essentially, the central information outlet for the TRS-80 Color Computer all the way up to 1993. Nearly everything for Color Computer went through its pages. The only evidence of Genesis Software’s existence outside of its games is from its ads in the Rainbow. They were based in Manchester, Missouri, and since they used a PO Box and no other identification in their source code that’s all I can say. In addition to Enchanted Forest which we’re playing today, they also published two more adventure games in 1983 (Bigfoot, Secret of the Crypt) but neither is currently available on any archive.

While we’ve had adventure games dating back to Mystery House that imply objects solely through their pictures, there’s still text scattered throughout. This game has the unique aspect of wanting to show all the action solely through pictures.

This might be completely fine with a high-end enough system (or even an Apple II with a skilled enough artist) but let me give an example of what I was dealing with in Enchanted Forest:

Is it a jellyfish? Tiny yoda? An alien blob? This is a TREE FROG. Fortunately the game gives an extra command (WHAT) to let you know what’s nearby, but the fact an extra step is required suggests the author genuinely hoped it’d be unnecessary.

So if the TREE FROG is there, where are the lake, stump, and mushrooms in the picture? This game also features directionality, akin to The Haunted Palace: you can LOOK NORTH, LOOK SOUTH, LOOK EAST, and LOOK WEST. Most directions just have the three trees; in the location above typing LOOK EAST shows a different scene.

If you walk a direction (north, south, east, west) you will automatically be facing that way when you enter a new location. In the place you start, where there is a castle in the distance, you start facing south; you only see the castle if you re-enter the same room going from south to north or LOOK NORTH while standing there.

Here’s the overall map I was able to reach:

My particular phrasing of “was able to reach” usually indicates this is going to be a part 1 of x post. Unfortunately, I was stopped because the game — at least the copy of it available — is very broken. There are numerous crashes at essential points and it is clear there’s something corrupted in the lines preventing progress. An picture to illustrate, where the game crashes in the middle of drawing a graphic of an open trunk:

This is followed by

SN ERROR IN 1255

which is just a long list of drawing commands.

I can at least give a general idea of the gameplay. You start with a rope, sword, and food; your inventory limit is 3 so you can’t pick anything up without dropping something off first.

The Enchanted Forest of the title is very open; available just from walking around are a lantern, old urn, fishing net, and hip boots. One room has Shinva the Wood Nymph (where I would love to ASK SHINVA but that command crashes the game)…

…and a troll guarding a cave (which is easy to KILL while holding the sword from the start of the game).

Unfortunately, entering the cave kills you with EXPLOSIONS.

The princess we’re looking for is out in the open, past a sign that says BEAST IS EAST.

Because of the directional views, if you approach this room from the south (and don’t LOOK EAST) you won’t see the sign.

The tree frog I mentioned earlier is a wandering creature, as is an ORACLE who can appear in any the normally empty rooms.

ASK seems especially pertinent here, but again, game crash.

I tested this with all the different CoCo versions and multiple emulators but no dice; the crashes feel “authentic” to me in that I think the emulator is reacting appropriately to the code that’s in the file. That is, something went wrong in the process of dumping the disk. It might even be possible to repair the damage but it isn’t just a single line causing the crashes, so this goes back on the technical issues pile for now.

I did want to document this game, because directionality-graphics are quite rare for this time and it seems like everyone who used them came up with idea on their own (the only game in the category that because famous was Asylum II; however, that was designed around an RPG-style maze so isn’t quite the same gimmick as Haunted Palace and this game). Rather than the graphics being like pages of a book giving a full view of a location, they resemble more the actual perspective of the avatar in the world.

Coming up: Geheimagent XP-05 — Abenteuer-Spiel in deutscher.

Wednesday, 30. April 2025

:: CASA ::

CASA Update - 84 new game entries, 35 new solutions, 82 new maps, 4 new hints, 1 new fixed game

♦ With this first update of the year I'm happy to annouce that we're slowly making various updates to the site. For instance, enhancing the mobile version and making the synopsis (ie. plot) part of the game description more visible. There's more to come so stay tuned. Contributors: J-_-K, Bieno, Garry, FredB74, benkid77, ahope1, MugUK, boldir, iamaran, popocop, Exemptus, Canalboy, OVL, wesp5, St

Image
With this first update of the year I'm happy to annouce that we're slowly making various updates to the site. For instance, enhancing the mobile version and making the synopsis (ie. plot) part of the game description more visible. There's more to come so stay tuned.

Contributors: J-_-K, Bieno, Garry, FredB74, benkid77, ahope1, MugUK, boldir, iamaran, popocop, Exemptus, Canalboy, OVL, wesp5, Strident, Gunness, auraes, dave, sijnstra, FARLANDER


CASA Update - 17 new game entries, 13 new solutions, 37 new maps, 3 new hints, 1 new fixed game

♦ Thanks to our users we have had another great month full of new contributions to the site. If you're looking for audio-based inspiration of what to play next then why not check out some of the games our friends at The Retro Adventurers Podcast have been playing recently? Or if you prefer your recommendations to come in text form, you can get plenty of ideas from the list of titles that Jason Dye

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Thanks to our users we have had another great month full of new contributions to the site. If you're looking for audio-based inspiration of what to play next then why not check out some of the games our friends at The Retro Adventurers Podcast have been playing recently? Or if you prefer your recommendations to come in text form, you can get plenty of ideas from the list of titles that Jason Dyer is playing through as part of his All the Adventures project.

Contributors: Anonymous, benkid77, Strident, nimusi, J-_-K, OVL, boldir, Exemptus, Canalboy, DannieGeeko, Alastair, redhighlander, jgerrie

Tuesday, 29. April 2025

Choice of Games LLC

Heart’s Choice Author Interview: Erin Rowlands, “Spellbound: Malachite Coven”

Your magic awakes in your new college town—and so does your heart! Can you discover who is trying to steal your power before it’s too late? Spellbound: Malachite Coven is a 147,000 word interactive romance novel by Erin Rowlands. I sat down with Erin to talk about her upcoming game and the process of writing an interactive romance. Spellbound: Malachite Coven releases next Thursday, May 8th.

Your magic awakes in your new college town—and so does your heart! Can you discover who is trying to steal your power before it’s too late?

Spellbound: Malachite Coven is a 147,000 word interactive romance novel by Erin Rowlands. I sat down with Erin to talk about her upcoming game and the process of writing an interactive romance. Spellbound: Malachite Coven releases next Thursday, May 8th. You can wishlist it on Steam now!

This is your first time publishing interactive fiction, but certainly not your first time writing romance or longer fiction. Tell me about your background.

For many years, I wrote short stories for literary magazines and then over the pandemic, I was craving something more upbeat and I got really into romance novels. Reading and writing rom-coms has been my obsession ever since!

What inspired this extremely cozy supernatural game and its setting?

I grew up in a quaint university town and I always loved walking around the campus in the fall so it was fun and nostalgic for me to write about that kind of place. For the supernatural element, I’m a fan of shows like Charmed and The Vampire Diaries…I like when TV shows feature both magical shenanigans and smooching. I tried to bring that type of energy to this game.

What surprised you most about working with ChoiceScript?

I don’t have a coding background so it was a pretty sharp learning curve for me but once I got the hang of it, I really enjoyed it! I bought a bunch of highlighters and I have a notebook where I tracked all of the branches and I also had Post-it notes with various bits of code stuck all over the walls. For a while my office was giving a misunderstood conspiracy theorist vibe. In terms of the process, my editor Abby was so patient and awesome and the beta feedback I received was so insightful and helpful. I’m used to writing being a solitary endeavour so it was really lovely to get advice and input from more experienced folks.

Did you play any Heart’s Choice games to prepare for writing one?

I played and really enjoyed Brimstone Manor by Frances Pauli, Changeling Charade by Ruth Vincent and Their Majesties’ Pleasure by Leia Talon. The first game I ever played was Crème de la Crème by Harris Powell-Smith which is not a Heart’s Choice game but I loved the relationships in it.

Which of your NPCs would you want to go on a date with?

I love them all equally (I say diplomatically, as though they might hear me and get offended). But today it is raining in my city so I’d like to get tea and wander around a bookstore with River.

What are you working on next?

I’m writing a romantic comedy novel that incorporates two of my favourite things…the fake dating trope and board games. I also had an idea about necromancers and psychics that I always thought would be a novel but now I’m like, hmm, could this be a game?


Renga in Blue

Mexican Adventure: That Age-Old Problem

Dobbs was too much occupied with other thoughts to take any account of how he was sitting. Just then he was looking for a solution to that age-old problem which makes so many people forget all other thoughts and things. He worked his mind to answer the question: How can I get some money right […]

Dobbs was too much occupied with other thoughts to take any account of how he was sitting. Just then he was looking for a solution to that age-old problem which makes so many people forget all other thoughts and things. He worked his mind to answer the question: How can I get some money right now?

— B. Traven, The Treasure of the Sierra Madre

I have finished the game. (Previous posts here.)

I like what this game was aiming for conceptually but the technology (that is, a late-70s or early-80s computer) didn’t hold up with the goal. The basic idea here was to use the MAKE command to build a number of things — far more than any prior game I’ve seen in this chronology — turning combinatorial object creation into a regular mechanic rather than a one-off novelty. The idea works in games like Return to Mysterious Island but that game has pictures of the objects and a UI that clarifies what’s going on. Let’s return to the issue in context and go back to a chunk of map I missed —

Right where I bribed the guard and got a FILE, I used it to nab a CHAIN, get a BAR out of a skylight, and escape. I did not think about the fact the DOOR is also now described as OPEN.

Implicitly I think I was imagining there’d just be guards back there; I was half-right but the half-wrong part was vital.

If you don’t GO WEST as shown above, you can nab some keys, then break into an office and two cells. The office has a map showing the town as well as a FULL CANTEEN (don’t drink it, it isn’t water).

One cell has a hanging body with a paper that has TRANSLUCENT PARTS. You can also use the file on the rope to get it (I did not figure this out straight away and had to loop back long after, but I’m saving time in the narrative). Across of the same cell, reflective of the general prison standards, there is a man who isn’t dead yet but drops over a turn after he gives you a message.

Searching the second man reveals some SPECTACLES. I’m going to condense my prolonged narrative and mention that USE SPECTACLES will cause them to light the paper on fire, revealing a message.

(I have never ever seen any spectacles with this effect, and this won’t be the last bit of dodgy science you’re going to see. ADD: OK, I checked and there are extreme enough reading glasses to make it work. Mea culpa.) This code ends up being useful at the bank — and I even knew immediately it must go to the bank — but I had to check a walkthrough (via Strident) to know how to phrase it. I’m guessing the Spectrum version (which he played) was more helpful about this?

Dark Star gave the syntax out when asking for HELP, but this game does not give any. As far as I can tell the only way to know this syntax is to imagine the same thing carries over between games, because the assertion doesn’t follow a verb-noun pattern.

This gives a SAFE DEPOSIT BOX. The box contains a passport but the passport is in need of a photo. I already had the bottle of developer, tray, photo sheet, and room that could be made dark, but the game let me know about a lack of CAMERA. It turns out — and I had to look this one up too — the safety deposit box and a SKEWER from a house can be used to MAKE CAMERA.

?!??

Here is how I visualize a safe deposit box:

Could a skewer poke a hole in that? Is that even the right shape for a camera? Is a pinhole camera really enough to make a passport photo? (Indeed the author could have been visualizing the box “correctly” but just saying IT’S EMPTY upon examining it is not sufficient to avoid disjoint visualization.)

At least the game is very specific about the verb FIX here which is not being used in the “repair” sense like it normally is.

Before hitting the cavalcade where things getting even wilder, here’s the remaining object list: BLANKET, SOME WOOD, EMPTY CONTAINER, WIRE, METAL STRIP, IRON BAR, WHEELS, CANTEEN. There’s also a HORSE in a stable, petrol pump and an ENGINE that is too big to carry, the GOLD INGOTS equally too big to carry, and a JEEP that is stuck in QUICKSAND.

The container is used at the petrol pump to get some gas over to the jeep and fill it. I got that far, at least. I also got part of the way to figuring out the WINCH; there’s a pulley that can be mended as long as you’re holding the IRON BAR (shown above) and then MAKE WINCH while holding the chain. Except:

It turns out you can ENTER JEEP … except for the quicksand, which you can cross by USE BLANKET. Why THROW BLANKET does not work is beyond me (leaving the jeep, you don’t use the blanket again, so you ought to get stopped by the quicksand; best just not to think about it to much).

Here, you have to put together the fact the CANTEEN is in fact holding acid, the wire, and the metal strip to MAKE BATTERY. This does not sound safe or even like it would work.

However, you also need the ENGINE. Going back to the HORSE, the only unused items are the WOOD, the ROPE, and the WHEELS, which is sufficient — without nails, a hammer, or any supplies really — to MAKE CART.

MAKE is such a risky verb when any noun in the universe is technically possible, especially if the author is fishing for something specific. This was way too specific for me. I did not visualize the wood as being of the volume for this kind of thing, or the wheels as the kind of thing that would somehow attach without any extra bolts or assistance. Again, I get where the author was going, but with minimal descriptions or no descriptions at all this requires abductive reasoning of colossal size.

The cart allows picking up the ENGINE and delivering it to the JEEP. You can move the GOLD closer while you’re at it if you want. With that done you can START IGNITION, LEAVE JEEP, and MAKE WINCH, finally pulling the jeep out.

The gold fits into the jeep, and apparently we are just getting waved through because it’s the 80s.

Flashing so I couldn’t quite get the whole word “ANOTHER”.

In a narrative sense this had a theme of greed rarely seen in an adventure game from this time. That might seem like a bizarre statement given the number of Treasure Hunts we’ve experienced, but the emphasis has very rarely been on Getting Rich; the treasures are treated as a generalized mechanic for sending the player in all directions. (In some games, the treasures are being moved inside the dungeon/pyramid/complex rather than “liberated”.) Here, there’s no reason we have to take the risk to also get the gold; the passport would normally be enough for an escape, but the protagonist is suffering from That Age-Old Problem. Hence I got more interesting narrative out of this game than the same author’s Haunted House (which is pure treasure hunt) but the leaps of disjoint visualization required to MAKE the objects required left me feeling sour.

Via MZ Sharp Archive.

Still not a terrible game to end the Sharpsoft saga (for now) on. Five 1982 games to go!


The People's Republic of Interactive Fiction

April 2025 PR-IF Post-Mortem

The People’s Republic of Interactive Fiction convened on Monday, April 28, 2025 over Zoom. Mike Stage, Andrew Stephens, anjchang, Hugh, Josh, , Matt Griffin, Jim Tyhurst and zarf. Warning: What follows is probably not proper English, but just my log of notes from the meeting to jog people’s memories. Meeting platform discussion about using Zoom, Google Meet,
April 2025 PR-IF attendees. not pictured: Zarf, Jim and Mike.

The People’s Republic of Interactive Fiction convened on Monday, April 28, 2025 over Zoom. Mike Stage, Andrew Stephens, anjchang, HughJosh, , Matt GriffinJim Tyhurst and zarfWarning: What follows is probably not proper English, but just my log of notes from the meeting to jog people’s memories.

  • Josh is playing Moondrop Isle, an IF written by Ryan Veeder with 8 other authors
    Josh will also be playing typehelp with the Seattle/Tacoma group next month. They meet next on Sunday, 5-7PM Pacific, May 18th. Fyi you can learn about Seatac IF group announcements on intfiction.org here.
  • Matt Griffin on Narrascope happening. Registrations open. He has an ELO paper on Choicescript in the ELO conference.
  • Zarf working on ifdb archive and search archive
  • Hugh’s been busy debugging and fixing pedestrian bugs in frame rate, writing a character scropt generator, working with scripts making maps in trizbort
  • Jim is taking a class at on IF at Portland State University. Learning to write IF in Twine and Inform.
  • Anj attended Nick Montfort’s Experimental Writing class project presentations. Students might be interested in publishing their work at ELO, Narrascope games showcase, HTML.review.
  • South Park Video Game :The Stick of Truth” mentioned

Meeting platform discussion about using Zoom, Google Meet, Discord. Discord requires an account. Here’s tne Narrascope Discord (invite). We decide to use Google Meet next month and later also try Discord.

Celebrating Narrascope potential for in-person meetup was discussed. Anj can meet in Cambridge or Providence. J

Play Spring Thing! Go here: https://www.springthing.net/2025/ and nominate your favorite 30+ games that are available to play before May 9th. Here are games mentioned:

Monday, 28. April 2025

The People's Republic of Interactive Fiction

March 2025 Post Mortem

The People’s Republic of Interactive Fiction convened on Tuesday, March 25, 2025 over Zoom. Mike Stage, anjchang Josh Grams, Hugh, Pinkunz, Matt Griffin, and welcomed newcomer Jim Tyhurst. Warning: What follows is probably not proper English, but just my log of notes from the meeting to jog people’s memories. On the gamebook front, there was a good […]

The People’s Republic of Interactive Fiction convened on Tuesday, March 25, 2025 over Zoom. Mike Stage, anjchang Josh Grams, Hugh, Pinkunz, Matt Griffin, and welcomed newcomer Jim Tyhurst. Warning: What follows is probably not proper English, but just my log of notes from the meeting to jog people’s memories.

On the gamebook front, there was a good lightning talk at Roguelike Celebration 2021 about ways to do pencil-and-paper adventuring sorts of things and some interesting ideas about how to have the player keep state while also kind of hiding it from themselves?

Media Shelf Roguellikes and Game Books


Key & Compass Blog

New walkthroughs for April 2025

On Monday, April 28, 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. Andromeda Awakening (2011-2012) by Marco Innocenti You play […]

On Monday, April 28, 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.


Andromeda Awakening (2011-2012) by Marco Innocenti

You play as Ektor Mastiff, a science researcher on Monarch in the Andromeda galaxy. Your colleague, Dr. Andy Re’s, was recently murdered. You intend to present Andy’s findings to the Council as soon as possible, but a horrific train accident strands you deep underground where you will make startling discoveries of your own.

This game was entered in IF Comp 2011 where it took 17th place; it was a Z-machine platform game then. The “Final Cut” version is for the Glulx platform; it was released in January 2012.

IFDB | My walkthrough and maps


Deephome (1999) by Joshua Wise

In this fantasy game set on the world of Malli, you play as a dwarf. It is your duty as a Reclaimer to make the abandoned Mountain Kingdom of Deephome ready for your king’s return. Restore the city’s power and water, open the gates, and make sure the city is safe, emphasis on safe.

IFDB | My walkthrough and maps


The Prairie House (2022) by Chris Hay (aka Eldritch Renaissance Cake)

In this mildly-spooky game, you play as a prairie researcher in Manitoba. Collect up your soil samples and spend the night at the field house that the committee provided for you. You’ll learn a little about the area and about the woman who once lived there.

This game was written in Adventuron and was an entry in the Main Festival of Spring Thing 2022.

IFDB | My walkthrough and map


Locked Door (2022) by Cody Gaisser

In this extremely minimalist trivial game, you need to unlock a locked door.

It’s the first of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and map


Locked Door II: Fair Trade (2022) by Cody Gaisser

In this trivial and minimalist game, you need to unlock a locked door. Introducing Bob, an apple, and a glass case.

It’s the second of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and map


Locked Door III: Crate Expectations (2022) by Cody Gaisser

In this trivial and minimalist game, you need to unlock a locked door. Introducing a crate, a crowbar, and a shed.

It’s the third of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and map


Locked Door IV: Safety In Numbers (2022) by Cody Gaisser

In this small game, you need to unlock a locked door. Introducing a safe, a step ladder, a sledgehammer, and more rooms.

It’s the fourth of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and map


Locked Door V: Switched On (2022) by Cody Gaisser

In this small-ish game, you need to unlock a locked door. Introducing a dog named Rex, a flashlight, and a grabber.

It’s the fifth of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and map


Locked Door VI: It Takes Two (2022) by Cody Gaisser

In this sparse iteration of the Locked Door series, you still need to unlock a locked door. Introducing an ingot, scales, a red herring, and a doorknob.

It’s the sixth of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and map


Locked Door VII: Out Of Line (2022) by Cody Gaisser

In this iteration of the Locked Door series, you still need to unlock a locked door. Introducing many more locations including an old garage, a chasm with a rusty drawbridge, a softball field, a locker room, and a mysterious passage.

It’s the seventh of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and maps


Locked Door VIII: Enemy Mine (2022) by Cody Gaisser

In this iteration of the Locked Door series, you still need to unlock a locked door. Introducing the dwarven halls.

It’s the eighth of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and maps


Locked Door IX: Under Obstruction (2022) by Cody Gaisser

In this iteration of the Locked Door series, you still need to unlock a locked door. Introducing a strength-gain puzzle.

It’s the ninth of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and maps


Locked Door X: The Workprint (2022) by Cody Gaisser

In this iteration of the Locked Door series, you still need to unlock a locked door. Introducing an unlocked cupboard and some statues. That’s it? Really?

It’s the tenth of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and maps


Locked Door XI: The US Theatrical Cut (2022) by Cody Gaisser

In this final iteration of the Locked Door series, you still need to unlock a locked door. Introducing no new gameplay, but there’s a new ABOUT menu and a slightly more dramatic intro and outro.

It’s the eleventh of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

IFDB | My walkthrough and maps


Baretegi (2016) by Alex Meltsner

In this short fantasy game, you play as a student at Limax University who slips on something slimy and wakes up in a weird cave dripping with mucus. Get ready for a slug-filled underground adventure!

IFDB | My walkthrough and map


Lime Ergot (2014) by Caleb Wilson (as “Rust Blight”)

In this short surreal game, you play as Lieutenant Musco, the lowest ranking soldier left in St. Stellio. The General asks you to fix her a drink, a green skull, using the mechanical bar-tender. The first ingredient is “1 over-ripe St. Stellio lime, whole.”

This game was an entry in Ectocomp 2014 where it took 6th place. In the 2019 edition of the “Interactive Fiction Top 50 of all time” list, it tied at 36th place; in the 2023 edition, it tied at 49th place.

IFDB | My walkthrough and map


NEST (2023) by Ryan Veeder

In this short game, you’re on a quest. Travel to all four corners of the map and find the answer to this question: What is the opposite of east?

This game was written for day two of #EnigMarch 2023. At the IF Short Games Showcase 2023, NEST took 1st place in the Best Puzzle-Focused Game category, and 29th place in the Best in Show category.

IFDB | My walkthrough and map


Yet another experiment (2020) by He4eT

In this game written as a coding exercise for TADS 3, you play as a test subject for an experiment you know nothing about. The door to your quarters isn’t locked, but every other door you find is locked. Something bad happened here. Try to escape if you can.

IFDB | My walkthrough and map

Sunday, 27. April 2025

Renga in Blue

Mexican Adventure: I DO NOT THINK THERE IS A RICK

I’ve made progress, shockingly without hints (previous post here). Strident in the comments pointed out that a download for this game also exists in MZ-700 format, with color. I have tested the two versions and the major difference is that the first line is missing in the MZ-700 edition. It has two POKE commands followed […]

I’ve made progress, shockingly without hints (previous post here).

Strident in the comments pointed out that a download for this game also exists in MZ-700 format, with color. I have tested the two versions and the major difference is that the first line is missing in the MZ-700 edition. It has two POKE commands followed by REM BY GEOFF CLARK JULY 82. I think it likely whatever shenanigans caused by POKE wasn’t needed and the removal of the author name was an unintended side effect — especially given the name stayed on Secret Kingdom — but swapping back and forth they’re essentially the same just with the addition of color.

From the Sharp MZ Archive.

To recap, I was in a cell with a blanket on a bed but otherwise no apparent resources. The guard was noted as bribable but I didn’t have anything to bribe with.

Now with color! Here I was trying to GET a BRICK. TAKE BRICK properly mentions a BRICK rather than a RICK. I assume the game trims the first five characters (“T”, “A”, “K”, “E”, “ ”) but the author forgot the synonym was shorter, causing the effect.

I had already tested verbs thoroughly, so maybe the problem was nouns. I thought I had tested those thoroughly too, trying LOOK FLOOR, LOOK WALL, LOOK CEILING, LOOK BAR, and LOOK CHAIN. The latter two give YOU CANNOT SEE IT HERE rather than the “doesn’t exist” kind of feedback which is important information, but doesn’t quite help set off the chain of events.

I had a problem of visualization. The skylight is BARRED AND AT GROUND LEVEL, but I assumed this was just to indicate it was a funny kind of skylight that wasn’t strictly aimed at the sky. What didn’t occur to me was that this also indicates GROUND is a recognized noun, and that I should be visualizing the cell as not having a FLOOR but rather just being GROUND.

FEEL at least was on my verb list although I think SEARCH should map to the same action (I would visualize someone searching a floor after seeing a glint as using their hands). The glint is a GOLD COIN. You can then SHOW COIN to the guard, followed by GIVE COIN.

GUARD TAKES IT AND DROPS SOMETHING

The something is a FILE. Since I already had the two nouns mentally stored, FILE CHAIN and FILE BAR came to me right after (both give a CHAIN and a BAR respectively), and I was further able to ENTER SKYLIGHT to escape.

Now the game puts up a hilarious contrast with the opening constrained section, as there’s a lot of rooms. I’m going to give the whole map at once (at least as I have it so far), then explain it in pieces.

To start with, there’s a giant 7 by 10 plain. There’s no thirst meter or concern about timing; you can map out at your leisure a series of rooms which are mostly all the same.

This reminds me of Dark Star having the giant 8 by 8 crater with random items tossed in. This is not typical for adventures of this period; even Time Zone wasn’t quite so blatant. This essentially encourages CRPG-like “lawnmowering” checking each square. This game has the fortunate interface addition of being able to move around with the arrow keys so this isn’t as bad as it sounds.

One thing I do find fascinating in a historical-analysis sense is that Dark Star was by the other Sharpsoft author. The authors essentially formed a miniature “school of design” with common patterns, just like artists from the same Renaissance workshop have the same affectations. We’ve also seen that with the multiple authors from Aardvark who tended to use interesting geography tricks — also the same bad parser, but the geography tricks are not something determined by a common codebase as much as overarching choices in design.

Returning to the game at hand…

…just a bit northwest from the start is a stuck jeep and a large rock. The jeep is described as having a PULLEY IN THE FRONT. There’s also an ENGINE nearby — which I presume goes in the jeep — but it is TOO HEAVY AND YOU NEED SOME TYPE OF TRANSPORT.

I’ll just skip ahead and mention there’s a town with a whole slew of items, including a SHOVEL. With the shovel I tested each and every room in the big plain using DIG before hitting literal paydirt.

We’ll visit the town in a moment; two more stops. To the north is a garage with a petrol pump, and the garage itself has SOME WHEELS. I assume these also go to the jeep.

Farther north still is the US-Mexico border where you need your papers to cross.

The overall quest seems to be thus: a.) put together the Jeep with various parts b.) pick up the gold with it c.) get a passport somehow d.) escape with profit assuming they don’t ask too many questions at the border. It’s sort of the plot of Three Kings without the war in the background. I assume we don’t get to shoot a bazooka either.

As far as “various parts” for the jeep go, let’s hit the town.

Most of the locations are empty of people and serve to deliver items. This includes a SKEWER, METAL STRIP, WIRE, SHOVEL (as already used), PLASTIC TRAY, EMPTY CONTAINER, SOME WOOD, a PHOTOGRAPHIC SHEET, and a BOTTLE with some developer fluid. The latter two are in the same building and there’s additionally some curtains that can be “DRAWN” to make the room dark.

I assume the plastic tray also gets used in this procedure. I do not have a CAMERA yet but the game recognizes it (there’s no I DO NOT THINK THERE IS A AMERA message upon trying to GET one).

Of special note is the stables which in addition to having the EMPTY CONTAINER also has a HORSE. You can GET HORSE like a regular object and I assume do something with it hauling the jeep out of the quicksand but I haven’t tested this far yet.

There’s also a bank (BANK’S ARE SMALL if you try to enter with a horse) and I’m not sure what I should be doing. I am unable to GET CASH or GET LOAN or anything like that but none of the shops have shopkeepers to take money anyway.

That’s everything so far! I’m definitely just stopping to report in rather than stuck, as I have to try to build something to pull a jeep. I accidentally hit MAKE WINDOW while in the cell and found the command was recognized (YOU DO NOT HAVE EVERYTHING YOU NEED) although my guess is the “WIN” in the three-letter parser is standing in for WINCH instead.

Saturday, 26. April 2025

Zarf Updates

IF Archive search feature

A many years ago, the IF Archive existed, and it was an FTP site. It lived at ftp.gmd.de. That was a long time ago. (1992, but who's counting.) Slightly less long ago, the World Wide Web existed, and I said "I bet there could be a web mirror ...

A many years ago, the IF Archive existed, and it was an FTP site. It lived at ftp.gmd.de. That was a long time ago. (1992, but who's counting.)

Slightly less long ago, the World Wide Web existed, and I said "I bet there could be a web mirror of the FTP site." So I (along with my co-conspirator Paul) built that as a holiday break project. It was just a static mirror of the files, with HTML index pages. I announced it on the rec.arts.int-fiction newsgroup.

A few days later, someone posted "How Do You Find Anything?"

Fair question. The favored answer was "Download the Master-Index text file and search through that." Nobody even mentioned the idea of a web search engine.

It wasn't a very complicated archive at that point, though. If you were looking for a game, you went to games/zcode or games/tads or whatever and all the games were listed. Hierarchical folders; you probably knew where you were going.

More files and more folders were added over the years, but people still mostly knew their way around. Then Google turned up and that helped a lot. And then in 2007, Mike Roberts launched IFDB, which was an extremely searchable database of IF games -- with links to the IF Archive. So that solved the problem completely!

Mostly. Ish.

IFDB is very comprehensive for games, but it doesn't try to cover interpreters, zines, articles, or the rest of the eclectic material which the Archive has collected over the decades. Google is still okay for this purpose (with the "search web" option and site:ifarchive.org). But the idea of a locally hosted search tool kept coming up.

Last weekend I finally said, "Eh, how hard could this be?" Answer: not hard at all! I had a first draft working in about two days. Don't I feel silly now?

Behold: the IF Archive search page.

This is still a feature in progress. Should there be a mini-search bar on each page of the site? Should I be sorting results by date? More than ten results per result page? Suggestions welcome.


Here's the code for that search tool. I wound up using a Python search library called Whoosh. Whoosh is pretty old; it hasn't been much updated since 2016. But it works just fine. (There's a more recent fork called Whoosh-Reloaded but I have not dug into that.)

The nice thing about Whoosh is that it's not a web search engine per se. It's a library for full-text search of whatever data you've got. You feed in "documents", which are really just key-value collections. Whoosh builds an on-disk database of that data, and then it can search it very efficiently. I set up a script to feed in that Master-Index file I mentioned earlier, and Gretchen's your aunt.

(In fact we keep an XML version of Master-Index. So the problem of parsing that into key-value data is already handled.) (Click on Master-Index.xml if you like, but it's 15 MB of XML and browsers aren't great at that.)

I had to build a web-service wrapper for Whoosh. Well, hey, I built tinyapp for a different IFTF service; I'll just use that. It's a Flask-alike. (Yeah, I could have used Flask, but tinyapp is a habit now.)


Someone suggested Pagefind as an alternative. This is a client-side search script: a JS widget that loads its index data from the web server. Then there's a static server-side component that generates this index data. Unlike Whoosh, it works by scraping your static HTML.

This is an interesting tradeoff. You save the CPU cost of server-side search, but you pay the bandwidth cost of handing out the search index to each user. (Don't worry, it's segmented, not served in a giant lump.)

However, this model doesn't fit the Archive case very well. The Archive generates HTML files from Master-Index, so scraping the HTML back in to regenerate the index metadata is just clunky. (And requires a lot of tuning of the HTML.) Also, I want search items to refer to parts of an index page -- there are lots of items per index page. Whoosh doesn't see anything weird about that; the item's URL can have a #fragment, Whoosh doesn't care. But Pagefind is pretty solidly set on the idea that one page is one index item.

Anyhow, server load doesn't seem to be a problem yet. (Maybe this post will change that!) IFDB search is undoubtedly more useful for most people.

So, for many reasons, Whoosh it was.

(However, I'm considering Pagefind as a search tool for this blog! The DuckDuckGo search you see in the sidebar works okay -- but DDG is ad-supported, and ad-supported services gonna getcha sooner or later.)


While I'm on about the Archive, let me mention the development model.

It's a mess. A deep, historic mess. I originally wrote the Archive's index generator in 1999... in C, bless that child's heart. I converted that nightmare to Python in 2017, looks like, while I was moving the site over to IFTF hosting. But it was just a Python script that ran on some files. I tested it locally by running it on some test files.

Over time, more projects got folded into the Archive setup. There's the upload script, the admin tool, the Unbox service. Now search. Each one has its own git repository. And oh yeah, while I'm in there, shouldn't the front page and stylesheet be under version control too?

It's all pretty well organized on the server. (Except Unbox, which is well-organized on a second server.) However, to get everything installed, I just... shove the files into place. When I update a script or something, I shove it in where it goes. There's no automation at all. Every repo has a private NOTES or TODO file where I scribbled down what I did last time.

This is not good devops zen.

A couple of years ago, Dan Fabulich suggested Docker. I am fairly Docker-resistant, but he set up the admin tool repo with a Docker config to test that component (just that one) in a test container. It seemed workable.

I am now slowly constructing a testframe repository which will assemble all the Archive components in a test container. It includes the other repos as submodules. (I know, sigh, submodules.) You'll be able to browse a set of test files, search the files, upload files, etc -- all in a pocket universe, so to speak.

This isn't even slightly ready for road testing yet. The original index generator is the only part that works. I'm still feeling my way through the right way to construct it in Docker. (I've barely even scratched Docker-Compose.) I'm having to tweak many parts of the system to work in a test environment.

To be clear, I'm not working on Dockerizing the actual IF Archive. I am very conservative about making changes in production! The testframe is meant for testing and development, and also as documentation-by-model for how the Archive is configured. Once it's stable... I'll probably put it on the shelf and let the Archive keep running. I love things that just keep running on their own. Big life goal there.

But someday, there will be automation to build the production Archive setup too. As my partner said: this is how archivists deal with mortality.


Renga in Blue

Mexican Adventure (1982)

Here is the last of the Sharpsoft set of games from 1982, the series that included Secret Kingdom, Haunted House, and Dark Star. I’ve got historical background here from writing about Secret Kingdom and here writing about Sharpsoft’s 1981 game Escape from Colditz. Like Secret Kingdom, this one didn’t have A.J. Josey involved, but was […]

Here is the last of the Sharpsoft set of games from 1982, the series that included Secret Kingdom, Haunted House, and Dark Star.

I’ve got historical background here from writing about Secret Kingdom and here writing about Sharpsoft’s 1981 game Escape from Colditz. Like Secret Kingdom, this one didn’t have A.J. Josey involved, but was solely the work of Geoff Clark.

Sharp MZ-80K keys, via Marcin Wichary in the Museum of Computing in Swindon. Attribution license.

The only current available version of the game is for the original, Sharp MZ-80K, the computer originally intended as a kit with the calculator-like keys (see above).

You have just come to from concussion, you have lost your memory. You find yourself in a Mexican prison, your aim is to escape from prison and return to Texas a rich man.

(ADD: Strident points out the MZ-700 version of the game with color is also available.)

Often our protagonists start in jail for crimes they didn’t commit; this time I’m wondering if the player is jail for a crime they did commit. In a gameplay sense, we’ve seen approaches all over the map for opening prison escapes, it being something like a mini one-room game to start proceedings. They sometimes involve breaking out a window (Escape from Rungistan) or out the front (Devil’s Island, which memorably involved having to start by waiting 2 minutes in real time before killing a guard).

From doing LOOK BED you can find a BLANKET. LOOK DOOR reveals THERE IS A GUARD OUTSIDE and LOOK GUARD notes

GUARD LOOKS GREEDY

and I’m not sure what this means, but this is clearly signaling some kind of bribe to start (which I think is new!) BRIBE GUARD gets the response

SHOW IT TO HIM FIRST

but there’s the slight problem that you don’t start with anything valuable.

The SKYLIGHT is BARRED AND AT GROUND LEVEL but doesn’t seem to respond to commands otherwise.

And … that’s as far as I’ve gotten. This is another kick opening where it’s hard to do anything. I did manage to crash the game by typing GET without an object

but I have made no progress past this point. Here’s my verb list attempt:

STA gets NOT YET so I don’t know if that verb is STAND, STAB, or START.

The verbs at least have distinct failure messages. DRINK responds I THINK YOU HAD TOO MUCH TO DRINK ALREADY (not sure our memory issues are just from a concussion!), BURN chides the player with YOU ARSONIST!, DIG responds YOU DO NOT HAVE A SHOVEL, and CONNECT cryptically responds THINK.

I could of course prod open the source code (it’s BASIC) but I feel awkward doing so on the very first puzzle. Having a “kick opening” (start of the game with a tough puzzle) is extremely risky and makes it seem to the player like something might be broken; Wizard and the Princess starting putting cards in packages explaining how to solve the first puzzle. I’m wondering if Sharpsoft received any grumpy letters or anyone who bought this game just coped.

I’ll take speculation from anyone who hasn’t played, but if someone has managed to get farther on their own, I don’t want any “real” hints yet.

(For those who were anticipating the Misadventures rather than this game, there were technical issues severe enough I’m kicking the games to my loop-back list. This means once Mexican Adventure is done I’ll have five games left to go for 1982.)