Style | StandardCards

Planet Interactive Fiction

Wednesday, 01. October 2025

Renga in Blue

SVHA Adventure: Memorium

(Continued from my previous posts.) I’m sorry, I’m going to have to pitch this for now. If there’s a future version with save games (or at least where the frequency of knife attacks is greatly reduced!) and perhaps less bugs I can take another swing. (ICL’s Quest which I also bailed on has had recent […]

(Continued from my previous posts.)

I’m sorry, I’m going to have to pitch this for now. If there’s a future version with save games (or at least where the frequency of knife attacks is greatly reduced!) and perhaps less bugs I can take another swing. (ICL’s Quest which I also bailed on has had recent progress, so it isn’t impossible even given the circumstances of being on an unusual platform written in NORD-FORTRAN where we don’t have the source!)

Full setup for playing SVHA Adventure on real hardware, via Ronny Hansen.

Regarding bugs, I ran across some erratic text messages, including one that made me unsure if I was even doing the right thing or not. The snake that got chased off by the bird makes a reappearance in SVHA Adventure, and by scooping the bird back up again I was able to get past where the snake was lurking:

You’re at bottom of long flight of steps.

(This is right after getting out of Witt’s End by going southwest and reaching a new area.)

S
You pass fissures and cracks in the wall along the stairs. There’s a large one on the east, but it’s too small for you to worm through. You are on top of long flight of steps going down and north. There is a strong oak door leading south, with no handle or key hole on this side of the door.
S
You can’t go through that oak door.
You’re at top of long flight of steps.
OPEN SESAME
S
You can’t go through that oak door.

Note that OPEN SESAME (prompted by the hints about Aladdin, as suggested by bananathoroughly in the comments) gives an absolutely blank prompt, as opposed to any kind of feedback if you’ve done something right or wrong. Other words don’t have the same sort of response…

ABACADARA
I don’t understand that!
SHAZAM
Good try, but that is an old worn-out magic word.

…which makes me quite worried a bug is interfering with the act working. And if not, well, I have absolutely no idea how to get through, and getting back to the particular location is a slog; you have to keep randomly going directions in Witt’s End many times, enough times that the game prompts multiple times if you want a hint at getting out!

Incidentally, trying to leave after arriving at the door is death:

N
You pass fissures and cracks in the wall along the stairs. There’s a large one on the east, but it’s too small for you to worm through. The snake suddenly strikes from the fissure!! You’re bitten and pummeled and strangeled thoroughly. That must have been an irrated snake!

It might be that the only way the enter is via the other side, and the only reason I know that is yet another bug:

There is a dangerous orc in the room with you!
You’re in hall of mists.
Rough stone steps lead up the dome.
GET AXE
key hole on the other side. There is, however, a key hole on this side.
There is a dangerous orc in the room with you!

The “key hole on the other side” line seems to be randomly printing from somewhere else in the text. I’m extremely patient with jank and frustration in games, but when it might be combined with a bug it becomes too much. It potentially turns getting unstuck not just “figure out what the author intended” but also “make sure to avoid memory corruption”.

And as mentioned before, there’s the extra condition of “avoid getting killed by a knife”. Original Adventure always had a dwarf appear first and throw an axe that missed; you can get unlucky and meet an orc first, meaning you will have no weapon at all. Or you can get super unlucky and die immediately upon sight of an orc, although it doesn’t matter; either way you are essentially dead.

There is a dangerous orc in the room with you!
One sharp nasty knife is thrown at you!
It gets you!
Oh dear, you seem to have gotten yourself killed. I might be able to help you out, but I’ve never really done this before. Do you want me to try to reincarnate you?

One other bit of business, though: I accidentally missed an exit.

This is back where you find the ring; you can turn west to enter a Crypt, with a “vault” to the west. I wasn’t able to get any farther, though.

You are in something that seems like a chapel or something. We’ll call this the sacred chamber. There are something like an altar on the south wall, and various things on the walls that suggest a religious place. To the north is an opening from the chamber, usually barred by a gate.
The gate is up.
There’s a ring of a curious shape on the altar. It looks magical.
GET RING
OK
N
You are in small room with dirt floor.
The gate is up.
W
You are in a crypt. A coffin is standing in the middle of the room.
There seems to be a vault to the west. A passage leads east.
The vault door is closed.
The coffin is closed.
OPEN COFFIN
You don’t have the necessary piece of metal for doing that.

This area turns out to be the section taken from a Greg Hassett article in Creative Computing, July 1980 on how to write an adventure. If you’re not familiar with Greg Hassett (who at this time was 14), you can try my writeup of World’s Edge; in the article he mentions his games before that are (in order), The House of Seven Gables, King Tut’s Tomb, Sorcerer’s Castle, Voyage to Atlantis, Enchanted Island, and a machine-language version of the same game called Enchanted Island Plus.

This is not from any of Hassett’s games, but rather an imaginary game written purely for the article. The Studio-54 group turned it into a real game! Except there is some variation because holding the ring does not allow for opening the coffin (as suggested in the article) and while there’s a limited number of items to test I’ve spent a week struggling so I’m done.

I did at least get to test throwing the ring in the volcano (just in case of a Tolkien reference) but alas, nothing happens.

I’m afraid I’ve left things too incomplete to make any large conclusions, but I do want to emphasize the code is currently held together with duct tape and being run on an emulator. It is easily possible that some of the difficulties I mention are due to bugs or emulator issues and so aren’t “authentic”; this is especially possible with random number generators which are enormously finicky across platforms. (A concrete example: for a long time the Pokémon Red/Blue speedrun community banned all emulators except for a very specific one called gambatte-speedrun; every single one had different RNG than a real Gameboy, despite many being completely authentic otherwise and even allowed with other games. Now, there’s exactly two emulators allowed, and all others are banned.) Given the endgame isn’t even reachable with the current game’s state I don’t feel that bad about setting it aside.

COMING UP: A type-in, followed by the glorious return of Infocom.

Tuesday, 30. September 2025

Key & Compass Blog

New walkthroughs for September 2025

On Tuesday, September 30, 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. House of Dream of Moon (2007) by the […]

On Tuesday, September 30, 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.


House of Dream of Moon (2007) by the third IF Whispers team

In this ten-sectioned exquisite corpse, you play as Dave, and you’ve just bought a new house. Your furniture isn’t here yet, so it’s a good time to explore the nearby woods. But before you get that far, Leslie’s disembodied voice tells you you’re stuck in a simulation.

IFDB | My walkthrough and maps


Tin Star (2025) by Garry Francis and Gianluca Girelli

In this western game, you play as Kenneth Johnson, the sheriff of Tucson. Bandits robbed the Bank, but when you pursued them, you fell into their trap. They tied you up and left you to die under the unforgiving summer sun. Free yourself, find water, then find those bandits and mete out justice.

This game is an entry in ParserComp 2025, placement to be determined. This game is an enhanced, text-only English port of the semi-graphic Italian adventure Kenneth Johnson: Tin Star that was written by Bonaventura Di Bello, using The Quill and Illustrator, and published in 1987. It is also the second part of a trilogy preceeded by Wild West and succeeded by Desperados.

IFDB | My walkthrough and maps


Desperados (2025) by Gianluca Girelli

In this western, you play as Kenneth Johnson, the sheriff of Tucson. Manolo Ramirez and his gang attacked a small community of settlers, kidnapped the girls and killed everyone else before returning to Mexico where the law can’t legally follow. So you left your tin star behind with your deputy and pursued them on your own. The hunt has taken days, but as you now approach a village ravaged by those murderers, you vow again to make them pay!

This game is an entry in ParserComp 2025, placement to be determined. This game is an enhanced, text-only English port of the semi-graphic Italian adventure Kenneth Johnson: Desperados that was written by Bonaventura Di Bello, using The Quill and Illustrator, and published in 1987. It is also the third part of a trilogy preceeded by Wild West and Tin Star.

IFDB | My walkthrough and map


Clickbait (2025) by Reilly Olson

In this game, you play as a wage slave playing hooky to participate in an online contest about abandoned buildings. Top prize goes to a photo of “something never meant to be seen”. You snuck into an old metro tunnel you read about on Reddit, but the way in locked behind you. So you also need to find a way out.

This game was an entry in IF Comp 2025, placement to be determined.

IFDB | My walkthrough and map


The Abyss (2015) by Jamie Phelan

This is a very tiny minimalist and nihilistic interactive fiction toy inspired by a quote by Friedrich Nietzsche. Don’t expect much. No endings.

IFDB | My walkthrough and map


Keeping Dido (2013) by Brendan Desilets

Here, in this mythic play, where fates entwine,
You, Belinda, stand by Dido, Queen divine.
Her sister loyal, in this game of old,
A tale of love and treachery unfolds.

Aeneas, prince of Troy, his heart aflame,
Proclaims his love, and calls upon her name.
You urged her to accept, with joyful plea,
This union blessed, for all eternity.

But hark! Dark whispers through the shadows creep,
Foul plots now stir, as dangers rise so steep.
Their happiness, their very lives, in peril lie,
Now, Belinda’s task: to save them ere they die!

IFDB | My walkthrough and map


Old fogey (2015) by Simon Deimel

In this one-room game, you play as Kaylee Rivers, an eight year-old living in Talliston, Idaho. Your living room has a seriously creepy painting of an old fogey that you want to get rid of. Your parents ordered you to never ever touch it, but they’re not here, at least for the next fifteen minutes or so. Maybe this is your chance.

IFDB | My walkthrough and map


Shadow Soldiers (2007) by Arvind Pillai

In this very incomplete demo, you play as someone who’s forgotten everything. An old man directs you to go into the dim forest. There, you must learn to ASSAULT animals with weapons if you want to get anywhere or earn any points. Um, but why?

IFDB | My walkthrough and map


The People's Republic of Interactive Fiction

PR-IF September 2025 Post-Mortem

The People’s Republic of Interactive Fiction convened on Monday, September 29, 2025 over Zoom. Doug Orleans, zarf,  David J Hall, Hugh, JP Tuttle,  Josh Grams, anjchang, and Stephen Eric Jablonski welcomed special canine guest Milo (not pictured) Warning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s memories.  [&

The People’s Republic of Interactive Fiction convened on Monday, September 29, 2025 over Zoom. Doug Orleans, zarf,  David J Hall, Hugh, JP Tuttle,  Josh Grams, anjchang, and Stephen Eric Jablonski welcomed special canine guest Milo (not pictured) Warning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s memories. 

PRIF September participants were happy to welcome Milo (not pictured)

We had a great discussion about the finished comps, acknowledged they happened, and anticipated playing InfoComp and Ectocomp entries.The scent of Fall and Halloween was in the air, so we also talked about… murder, and solving murders. It was mentioned that many people don’t actually finish games due to lack of time, and lack of interest in grinding. In some cases, slice of life type games may fill a gap. We also discussed the importance of setting the time and place, and how people might just want to explore a particular time period, e.g. Edwardian or Victorian, Steampunk eras.

🧩 Interactive Fiction Competitions & Tools

🛠 Tools & Resources

🎮 Games Discussed

  • Shattered Dust a scenic demo by JP, made in Tweego. It’s an example of slice-of-life exploration, taking in the different settings and exploring. We appreciated the Blender rendering of the first image and attention to the use of ASCII in the headings.
  • What the Bus? A Transit Nightmare: IF inspired by Boston’s public transit (IFDB)
  •  Detritus: New survival/crafting game by Ben Jackson (Google Forms escape room creator)
  • Hen ap Prat get smacked in the Twat: Written in DendryNexus; explores annoying choices in storylet systems
  • Lady Thalia series: Edwardian lady-cat-burglar heist games
  • The Wise-Woman’s Dog, Dialog-based game by Daniel Stelzer; you play a dog in the Hittite Empire with rich historical footnotes

📚 Slice-of-Life IF Recommendations (thanks JP)

  • All Quiet on the Library Front
  • A Walk Around The Neighborhood
  • BOFH
  • School Days
  • Snack Time

🎵 Cultural References

  • Sherlock Holmes and the importance of time and setting. There was a story called Herlock Sholmes that used great detail to conveyed the setting in the Victorian era.
  • Murdle Daily Mystery Puzzles
  • M.T.A. Song: Wikipedia, YouTube
  • Roger Zelazny’s A Night in the Lonesome October
  • Infinite Zest had a ton of endnotes by David Foster Wallace. Mention of the Eschaton game, a turn-baed nuclear war game played with tennis balls.
  • Diamond Age by Neal Stephenson and Steampunk genre.


PR-IF August 2025 Post-Mortem

The People’s Republic of Interactive Fiction convened on Wednesday, August 28, 2025 over Zoom. JP Tuttle,  Stephen Eric Jablonski, Mike Stage, zarf,  anjchang, Josh, and Hugh, welcomed newcomer but long time IF player David J Hall. Warning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s memories.  We started off talking about exploring […

The People’s Republic of Interactive Fiction convened on Wednesday, August 28, 2025 over Zoom. JP Tuttle,  Stephen Eric Jablonski, Mike Stage, zarf anjchangJosh, and Hugh, welcomed newcomer but long time IF player David J HallWarning: What follows is probably not proper English, but just a log of notes from the meeting to jog people’s memories. 

We started off talking about exploring Inform. Also reminiscing about other scripting languages like hypercard, lingo, Applescript, and natural language programming syntax. BTW, did you know you can use rot13.com to do rot13 encoding/decoding, or, you can make an Applescript shortcut on iOS.

Screenshot

Inform 7 Train by Josh

The highlight was Josh’s walkthrough of through his Inform 7 Train code, showcasing the quirky and powerful nature of the language. The demo was a train that went through different stations, where the reader could hop on and off if they were at a stop. Play and tweak the walkthrough example here https://snippets.borogove.app/inform7/9ttc7m For followup and sharing remixes, we can email the google group or share with Josh directly. Thank you Josh for a illuminating time!

Doors and Naming

We discussed whether Inform 7 could create all the rooms with one sentence? You can sometimes create two things at once with the predicate syntax. e.g. The spoon is in the closet. But can you say “The kitchen and the dining room are rooms”? You can say “the kitchen is a room, the x is a room” in a long list. J.P. shared an amusing Inform 7 error message about room declarations like Problem. ‘”Here” and “There” and “Elsewhere” are rooms’ : And I am the King of Siam. ‘”Here”‘ is some text. Zarf riffed with a suggestion: “The Bathroom, the Closet, the Elsewhere are rooms.” JP shared a fun anecdote about computer camp servers named “Here,” “There,” and “Elsewhere,” tying into the room-naming discussion.

We discussed replacing the room entirely for a reader’s subsequent visits. Some examples exist of changing the room completely when player exits. Zarf notes you have to be careful to transfer all the items over. We talked about other mods that could happen, e.g. trains passing each other, or breaking down at different times.

IF Resources:

Narrative Inspirations and Mentions

Monday, 29. September 2025

Zarf Updates

Post-equinoctial adventure games

Continued from previous post. I finished all of these! Sometimes with hints. Strange Antiquities Daymare Town The House of Tesla Strange Antiquities by Bad Viking -- game site A worthy sequel to Strange Horticulture, packed with all the ...

Continued from previous post. I finished all of these! Sometimes with hints.

  • Strange Antiquities
  • Daymare Town
  • The House of Tesla

Strange Antiquities

A worthy sequel to Strange Horticulture, packed with all the stuff I enjoy. Observation of a wide variety of evidence. Indirect logic, occult symbols, allusive clues, alchemical reference books, and secret panels. So many secret panels! And a cat.

The story is better integrated, a season-arc which you investigate -- or help other people investigate, really; you're just the shopkeeper. (Cozy!) But of course you get dragged in to resolve the crisis at the end.

Exploration is actively encouraged this time around. Horticulture more or less tied you to the shop, except for specific missions. Wandering the uncanny landscape at random just kicked your dread meter. In Antiquities, the map is tighter -- the town of Undermere. And wandering the town is fun! You probably don't want to intrude on private homes or the creepy woods, but there's no penalty for checking out libraries, museums, parks, and City Hall. Not to mention the plant shop from the first game. Useful surprises may await.

(Later the map is extended to more precarious locations, where you have to be more careful. You'll know 'em when you see 'em.)

My only nit is that the ending isn't much more than an extra-large mission, followed by a wrap-up scene. It's a perfectly satisfying ending to the story -- but it doesn't feel more satisfying than the rest of the game. Which is, to be sure, very satisfying to play. Go play it.

An apology: I previously referred to the setting as "European-ish medieval-ish". That was silly of me. Undermere is a spooky riff on Windermere, the English Lake District. The weird local cultists are very British cultists. And I feel like it's the 1800s; I bet someone can pin that down more precisely.

Daymare Town

A remake of a series of Flash games from, I think, 2007-2013. According to the Kongregate page, anyhow. (Remember Kongregate?)

I have always loved Skutnik's style, ink-expressive and creepy and subtly surreal. Cyclopean cliffs and abysses. Floating rocks. Brick arches which crumble silently into the sky. I was happy to see the Submachine series reappear on modern platforms (as Submachine: Legacy), and Slice of Sea a couple of years before that.

Daymare Town has all of that, in spades and more. Maybe more than enough of it. I honestly don't remember what the original Flash games were like -- but in this one, exploring is intensely finicky. Layers and layers of rooms, alleys, and niches. Does this alley have nooks to the left and right as well as ahead? You'd better check and double-check, every time. The art style just doesn't try to convey it.

(The game has a "hard" mode in which objects are slightly less prominent. I didn't generally have a problem noticing objects; it's exits that are tricky. An "easy mode" for exits would have been a benefit, I think.)

Remember I said Neyyah's problem was balance? Everything Daymare Town does is familiar -- it's the same kind of gameplay as in Submachine. And I like that gameplay. I enjoy a good pixel hunt. But it felt like this time, I was grinding through the landscape. Traversing every room over and over, hoping to unearth that one last cog that will uncover one more orb that will unlock the next gate. By the last chapter, I was playing from a walkthrough.

The puzzles are generally lightweight use-this-on-that. It's only hard because, again, there's a lot of stuff scattered around a lot of landscape. By mid-game, experimentation means clicking thirty or forty inventory items. And in a surreal world, puzzles require a lot of experimentation. (Why a seashell? Why there?)

Nearly all of these items are peripheral to the main game -- there are many side interactions and achievements to discover. That's great; they add to the texture of the world; but you've still got this very bulky inventory to deal with.

The story... is barely a story. Something's up with the mist and the world going away, but don't expect extensive narration. It's all environment and weird little characters to interact with. This is Skutnik's forte (is there really a cohesive storyline to Submachine? Do we care?) so just roll with it. A running schtick takes the piss out of "___ will remember that", which made me chuckle every time.

No, play it for the artwork and the visual style. Also, this release includes the platformer-interlude originally published as Daymare Cat, in which you assemble an audio track by Cat Jahnke (as "Cat and the Menagerie"). Worth the price of admission on its own.

The House of Tesla

I said I wanted more The Room fan games, and here it is.

Tesla is a followup to the House of Da Vinci series, which was such a Room riff that it straight-up lifted its magic-lens idea. (Not a criticism -- the Riven remake borrowed it too. It's too good an idea to not borrow.) This time around, we swap the magic lens for a magic "see electrical flows" device. You can also use it to connect certain devices with wireless power. We did say this was Nikola Tesla's house, right?

All of these series tend to ramp up their size and ambition as they progress. House of Tesla drops the series format entirely; the entire intended progression is crammed into a single game. At least, that's what it looks like. If you divided Tesla into thirds, I think each part would be larger than the original House of Da Vinci release. Lotta game here, is what I'm saying.

Which is good and bad. These games were originally scaled to be played an hour or two at a time, on a handheld device, sitting in a comfy chair. Tesla still has the touchscreen-centric design: one-finger controls, free panning but no free movement. But the economics of mobile have forced it to a Steam-first release. And thus, forced me to my Big Gamer Chair, inhaling the game in marathon sessions until puzzles dripped out my ears. Overstuffed rather than cozy. Well, I still enjoy adventure games, and I'm happy to pay Steam prices for them.

(Perhaps the economics of Steam forced Tesla to the big-game-all-at-once model, rather than a spaced-out sequence of short games. I'm less sure of that. I'm plenty sure that mobile revenues suck.)

So, overstuffed with puzzles. How's that work out? Uneven, but very good overall. Like I say about Quern: if a game contains enough kinds of puzzles, it's bound to contain your least favorite. (Block-slider, cough.) Tesla sticks to mild versions of its puzzle ideas, though, rather than skull-crackers. So when you come across one that annoys you, it won't annoy you for too long.

To be sure, there were some puzzles that were under-clued, or which I didn't understand at all. I looked at the hints, cried "moon logic!" and hammered the hint button until an explicit answer came out. Or I unlocked the box by accident and couldn't figure out why it had worked. Or I did understand the puzzle but decided it was too annoying to solve, so hammer time again.

(The designers say they're working on a "skip this puzzle" button. Clearly a good idea.)

But the majority of the puzzles were solid fun. Even the familiar tropes had a bit of an original twist. The jumping-pegs puzzle won big points by permitting two-way moves, rather than the (much too) familiar "restart-from-scratch" button.

(One nitpick: a scene where you combine colors of fluorescent gases in tubes. Perfectly good puzzle, except that you combine cyan, magenta, and yellow to make red, green and blue. Yes, mixing magenta and yellow glowing gases produces glowing red. Yes, these gases are explicitly transparent when not electrified. I cannot express how painful I find this.)

The story, I'm afraid, was a lot of maundering about Tesla and Mark Twain and Aleister Crowley, of all people. Twain really was a friend of Tesla (things I learned!) but the game doesn't manage to make anything of this. And Crowley just shows up as a generic bugaboo, with bonus mysticism to contrast with Tesla's mad science. This is all extensively explored in flashbacks, but they're just an excuse for more puzzles. Which need no excuse!

The interesting antagonist is Tesla's indomitable ability to spend money faster than he could raise it. The game highlights this, but there's no satisfactory ending to that story, in the game or in real life.

So, a big old puzzle-fest and I enjoyed it. Will there be a House of Tesla 2? I'm sure they could go there if the sales justify it. Or maybe they're setting up for House of Crowley. I'd play that.

Thursday, 25. September 2025

The People's Republic of Interactive Fiction

September meeting (online)

The Boston IF meetup for September will be Monday, September 29, 6:30 pm Eastern time. We will post the Google Meet link to the mailing list on the day of the meeting.

The Boston IF meetup for September will be Monday, September 29, 6:30 pm Eastern time. We will post the Google Meet link to the mailing list on the day of the meeting.


Zarf Updates

Equinoctial adventure games

Not summer games, not fall games, but... something of both. (In betweens.) I let the review file accumulate for a few weeks and here we are. More reviews coming soon! A whole lot of adventure games dropped this month; I'm still in the middle ...

Not summer games, not fall games, but... something of both. (In betweens.) I let the review file accumulate for a few weeks and here we are.

More reviews coming soon! A whole lot of adventure games dropped this month; I'm still in the middle of a few.

I'm also did-not-finishing a few of these games, which is unusual for me. Some of this is general world stress. I am pretty distracted with all the terrible things. Some of it is just saying, hey, I'm not having fun with this part, I'm allowed to put it down. Doesn't necessarily mean the game is bad. Or even that I don't recommend it!

  • no signal
  • Neyyah
  • The Siege and the Sandfox

no signal

A modest adventure game of the "something happened on this space station" subgenre. You float around... well, you fly-mode around; your first-person view is curiously immaterial. Walls and furniture don't impede you but closed doors do, until you find the right keycard. Good thing keycards are material. For quite a while I thought that the developer just hadn't bothered with gravity or colliders. Turns out no, there's a story reason for it all, but you don't discover it until the end.

This has just a couple of kinds of repeated puzzles -- slidey circuit boards and a mathematical keycard system. Aside from that, most of the game is obsessive package-hunting. The sort where you check every drawer in every closet, and then look under every bed. And there's a lot of empty rooms to search. There's probably nothing in an empty room but you have to check the drawers just in case.

Admittedly the fly-mode makes this easier than it otherwise might be. Also the hint button, which gives you a rough location for any unfound objects in the room.

You are collecting keycards, fuses, hard drives, and a few other tools. The hard drives contain journal entries, which is where the story comes in. But it's not very connected to the gameplay. If you're cynical, you're just skimming the journal entries for the very occasional drop of a safe combo or keycard location hint. If you're into space station slice-of-life, you get an interestingly out-of-order narrative about a handful of people -- decent writing, just somewhat peripheral to what you're doing.

The ending is the best part. I won't spoil it, but it does a good job of contextualizing and doubling-down on the situation you've discovered.

Not a ground-breaking game, but I enjoyed spending some time on it.

Pet peeve: everybody uses that Interstellar black-hole rendering now. Fewer people know how it works. You can't just putt-putt around the bendy halo and see it from underneath! That's a visual distortion of a flat ring. Please.

Neyyah

Someone loved Riven very much and wanted to create an experience just like that.

You know how Tolkien created Middle-Earth because he wanted a place to fit all his language ideas? And then we got a decade of writers creating worlds to fit all their ideas about Middle-Earth. Completely different starting point.

Or, closer to home: Will Crowther was a caver who recreated a cave he'd explored. The kids at MIT were not cavers. When they made Zork, they were recreating a game that they'd played -- Crowther's game. Different approach, right?

None of this speaks to quality, one way or the other. Zork was better than Colossal Cave. (More imaginative, better puzzle sense, better parser.) Terry Brooks never rivalled Tolkien but he settled down to some readable stuff once he'd gotten the shameless riffs out of his system.

Neyyah... it's pretty and it's got lots of neat machines. It's not really recreating Riven though.

I think it's a problem of balance. Any particular puzzle machine in Neyyah is a reasonable idea. Each location is interesting. The pathways are appropriately convoluted. You can ride a minecart or a hoverpod. There's portals. (Lots of portals.) All neat stuff.

But it's all spread out over a lot of scenery. You spend days just exploring and exploring, collecting keys and clues and plugging power-cores into consoles. (Almost the first thing you find is a box of power-cores.) You don't have to actually engage with the game -- or the story -- because you're still filling in corners of the map. When I found a key or a clue, the hard part was remembering where its associated lock or puzzle was.

Just because a puzzle machine is neat doesn't mean it fits into the player experience. And if your volumes of carefully-worked-out lore aren't an active part of the story? Cut 'em.

(I have a post brewing called "Lore was a mistake." I mean, as a game-design concept.) (Yes, that includes those long journals in the Myst library. Riven avoided that problem! That's one of the reasons it was really good!)

When I scrubbed through the last of Neyyah's easily-reachable zones, I realized that I had completely lost track of my goals. I'd have to re-explore the world again -- this time taking map notes on where all the puzzles were. That was when I lost steam.

Like I said about the remake of Obsidian (1997): I now find slideshow-style adventure games tiring to play. Without free movement or even free panning, parsing the environment is more work than I want to put in. Squinting at the cursor to see whether I just turned 90 or 180 degrees: not fun.

Also not fun: lack of autosave. I don't care how retro your style is. Autosave is mandatory.

Enough griping. What does Neyyah do well?

The islands really are pretty. I love a baroque wrought-iron catwalk. (Remember Schizm?) The islands are in different time zones and the varying light is beautifully done. There's cute critters.

I complained about the world being too spread out, but navigation is actually speedy and responsive. You can click-click-click your way along the paths and walkways, and click through the elevator/portal/minecart animations as well. This is not your creaky DVD drive from the 90s.

Similarly, the journals are voluminous and somewhat repetitive. But you don't have to read them exhaustively. I'm pretty sure every important clue appears in at least two places. That's a good design principle.

The dialogue is cheese-tastic but the FMV actors have a great time delivering it.

I realize this is a lot of very qualified praise. Sorry! The creator of Neyyah has put an intense level of effort and attention into his game. I am genuinely impressed. I want more Riven / The Room fan games. I will buy yours. (Playing House of Tesla now!) I just think I've played enough of this one.

The Siege and the Sandfox

Everybody's playing this month's metroidvania but I'm terrible at fighting. So I bought a different one.

The Siege and the Sandfox is a 2D stealther/platformer. It's a spiritual sequel-or-homage to the original Prince of Persia -- minus the combat. If a guard catches you, you die in one hit. So it's about the sneaking, plus a bit of whacking unsuspecting guards from behind. But mostly the climbing, jumping, and exploring to find new climbing-and-jumping skills.

There's a frame story (murdered king, duplicitous queen, you know the stuff), provided by a narrator. It's almost an audiobook: "The Sandfox knew that the key would be nearby..." Amelia Tyler (the narrator) has great fun with this, even doing voices for different characters. It's not just for story beats, either. The game generates contextual storylet lines as you move around and encounter different situations. It's really nicely done.

The first half of the game was very satisfying. Unfortunately, I got bogged down in the second half, as the map broadened out and required me to find more corners to explore. I think I know where I'm supposed to go next, but it's got a lot more guards than previous areas; progress got frustrating. Also the game is a bit buggy. So I put it aside. I don't regret the time I spent, though.

(If you want to know exactly how far: I got the wall-climbing and roof-shimmying gear before giving up.)


Choice of Games LLC

Out now! “Specters of the Deep”—Die for the realm, rise to save the world!

We’re proud to announce that Specters of the Deep, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app. It’s 33% off until October 2nd! We’re also pleased to announce that both of Abigail Trevor’s other games, Stars Arisen and Heroes

Specters of the DeepWe’re proud to announce that Specters of the Deep, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app.

It’s 33% off until October 2nd!

We’re also pleased to announce that both of Abigail Trevor’s other games, Stars Arisen and Heroes of Myth, are on sale this week and that checkpoint saves have been added to both games in a recent update!


In life, you were a legendary hero. Now, you’ll rise from the grave as a ghost to defend your country in its hour of greatest need! Defy dragons, duel the dead, and face the nightmare at the bottom of the sea!

Specters of the Deep is an interactive epic fantasy novel by Abigail C. Trevor, author of Heroes of Myth and Stars Arisen. It’s entirely text-based, 1 million words and hundreds of choices, without graphics or sound effects, fueled by the vast, unstoppable power of your imagination.

Centuries ago, you were the finest warrior that the island nation of Galdrin had ever known. The realm was strong and prosperous, upheld by the might of the Eye of the Serpent, a magical artifact bonded to the monarch—and by your might, too. You protected the people and defended the crown; when the dragons emerged from their seclusion, you won the honor of being the king’s emissary to them and forged a powerful alliance.

Then, you fell in battle at the hands of your greatest rival, dead before your time.

But now you awake, called forth from your tomb to save the realm from even greater peril. With your new spectral form come new powers: the ability to pass through solid walls and float high above the earth, command over other ghosts, and the potential to strike fear into the hearts of the living. You will need every bit of that power in this new age of crisis. The royal family is shattered and divided, with the young king clinging to scraps of his former power while his connection to the Eye of the Serpent hangs in the balance. Anti-monarchist rebels shout in the streets and political rivals seek to extend their power across the sea. Galdrin’s neighboring nation lies beneath the waves, sunk by cataclysmic earthquakes. Worst of all, the mighty dragons are withdrawing from the alliance you built centuries ago, and you may be the only one who can win them back.

What’s more, you aren’t the only specter on Galdrin’s shores. There’s an army of ghosts crawling out of the water, tearing at the foundations of the castle. Sometimes, you can hear the voice that commands them. Something is waiting at the bottom of the ocean—and it wants you back.

If Galdrin is to survive, you must rise as its hero once more, and join an epic battle for the Eye of the Serpent, power over the ocean, and the realm itself.

  • Play as male, female, or nonbinary; gay, straight, bisexual, monogamous, polyamorous, asexual, and/or aromantic
  • Battle enemies old and new as a ghost, commanding spectral armies and passing invisibly through walls, and inspiring dread in the hearts of your foes.
  • Romance a troubled king, a rebellious prince, a clever wizard, a daring dragon, or a strangely familiar ghost.
  • Restore the ancient arcane power of Galdrin’s monarchy, or embrace modernity and forge a new path forward for the realm.
  • Search for lost treasure and buried secrets in a sunken kingdom as you plunge to the depths of the ocean – and seek out the source of the monstrous voice you hear in your mind.
  • Build a new body and reclaim a place among the living, or embrace your spectral form to endure as a ghost.
  • Avenge your own death and find a way to set old enmities aside – or even rekindle old flames of love.

What nightmare lies in the deep?

We hope you enjoy playing Specters of the Deep. 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!

Tuesday, 23. September 2025

Choice of Games LLC

Coming Thursday: “Specters of the Deep” —Die for the realm, rise to save the world!

We’re excited to announce that Specters of the Deep is releasing this Thursday, September 25th! You can play the first three chapters for free today, and check out the author interview as well! And don’t forget to wishlist it on Steam! The more wishlists we get, the better the game will do on Steam on release day. Additionally, we’re happy to share that Abigail Trevor’s othe

We’re excited to announce that Specters of the Deep is releasing this Thursday, September 25th!

You can play the first three chapters for free today, and check out the author interview as well!

And don’t forget to wishlist it on Steam! The more wishlists we get, the better the game will do on Steam on release day. Additionally, we’re happy to share that Abigail Trevor’s other games, Stars Arisen and Heroes of Myth will also be on sale on all platforms during the Specters of the Deep release week. Plus, both Stars Arisen and Heroes of Myth have just been updated to included checkpoint saves!


In life, you were a legendary hero. Now, you’ll rise from the grave as a ghost to defend your country in its hour of greatest need! Defy dragons, duel the dead, and face the nightmare at the bottom of the sea!

Specters of the Deep is an interactive epic fantasy novel by Abigail C. Trevor, author of Heroes of Myth and Stars Arisen. It’s entirely text-based, 1 million words and hundreds of choices, without graphics or sound effects, fueled by the vast, unstoppable power of your imagination.

Centuries ago, you were the finest warrior that the island nation of Galdrin had ever known. The realm was strong and prosperous, upheld by the might of the Eye of the Serpent, a magical artifact bonded to the monarch—and by your might, too. You protected the people and defended the crown; when the dragons emerged from their seclusion, you won the honor of being the king’s emissary to them and forged a powerful alliance.

Then, you fell in battle at the hands of your greatest rival, dead before your time.

But now you awake, called forth from your tomb to save the realm from even greater peril. With your new spectral form come new powers: the ability to pass through solid walls and float high above the earth, command over other ghosts, and the potential to strike fear into the hearts of the living. You will need every bit of that power in this new age of crisis. The royal family is shattered and divided, with the young king clinging to scraps of his former power while his connection to the Eye of the Serpent hangs in the balance. Anti-monarchist rebels shout in the streets and political rivals seek to extend their power across the sea. Galdrin’s neighboring nation lies beneath the waves, sunk by cataclysmic earthquakes. Worst of all, the mighty dragons are withdrawing from the alliance you built centuries ago, and you may be the only one who can win them back.

What’s more, you aren’t the only specter on Galdrin’s shores. There’s an army of ghosts crawling out of the water, tearing at the foundations of the castle. Sometimes, you can hear the voice that commands them. Something is waiting at the bottom of the ocean—and it wants you back.

If Galdrin is to survive, you must rise as its hero once more, and join an epic battle for the Eye of the Serpent, power over the ocean, and the realm itself.

  • Play as male, female, or nonbinary; gay, straight, bisexual, monogamous, polyamorous, asexual, and/or aromantic
  • Battle enemies old and new as a ghost, commanding spectral armies and passing invisibly through walls, and inspiring dread in the hearts of your foes.
  • Romance a troubled king, a rebellious prince, a clever wizard, a daring dragon, or a strangely familiar ghost.
  • Restore the ancient arcane power of Galdrin’s monarchy, or embrace modernity and forge a new path forward for the realm.
  • Search for lost treasure and buried secrets in a sunken kingdom as you plunge to the depths of the ocean – and seek out the source of the monstrous voice you hear in your mind.
  • Build a new body and reclaim a place among the living, or embrace your spectral form to endure as a ghost.
  • Avenge your own death and find a way to set old enmities aside – or even rekindle old flames of love.

What nightmare lies in the deep?

Sunday, 21. September 2025

Renga in Blue

SVHA Adventure: The Underhalls

(Continued from my previous post.) The thing I’ve found most fascinating studying the various incarnations of Adventure is the almost philosophical difference in approaches to where the expansions go. With Woods’s own variation (Adventure 430) he essentially treated it as a “master quest” version of the game, adding secrets to the underground which otherwise could […]

(Continued from my previous post.)

The thing I’ve found most fascinating studying the various incarnations of Adventure is the almost philosophical difference in approaches to where the expansions go.

With Woods’s own variation (Adventure 430) he essentially treated it as a “master quest” version of the game, adding secrets to the underground which otherwise could be seemingly unchanged at first glance (with the only major addition being changing the starting forest into a large maze). With Adventure 448 (mostly from Brown) the new sections felt “segregated” off so that the authors had a region they could call their own. Adventure 501 (and the follow-up Adventure 751) felt like it expanded outward more than inward.

Adding a link to the ocean. From the Dennis Donovan map of Adventure 751.

SVHA Adventure (or Adventure 360, based on the maximum score) instead seems to add interconnectivity: taking various dead ends, digging through farther, and connecting up some of the tunnels that come out as a result. There is very little interference with the “main game” (although a few rooms have tweaks) but rather there’s a new extension, as if the fictional universe the same cave system lasted for another 100 years (with dwarves, orcs and elves claiming more spaces) before the player arrived.

The upshot is this is hard to represent as a single map. I can give my original Adventure map as currently annotated. Please keep in mind I do not have all the rooms yet.

Let me explain the new isolated aspects first (although they might not stay that way) and then get into the interconnected section (where four distinct places in the cave all now link together).

The Hall of the Mountain King, as I mentioned in my last post, has the first difference someone is likely to see (“There is a barrel with a tap standing here.”) I still haven’t used the barrel anywhere yet. Going southwest, the rooms have some slight changes, with the path which normally leads directly to the dragon now with a “moist room”…

You’re in a corridor leading southwest/northeast, and rising slowly in the southwesterly direction. The walls are very moist, the reason being that mist from the northeast are condensing on the walls here.

…and while the secret canyon is there, it has the word “SINBAD” which is new.

You are in a secret canyon which here runs E/W. It crosses over a very tight canyon 15 feet below. If you go down you may not be able to get back up. The word “SINBAD” is hewn into the wall.

This place is also near the big interconnected zone, but let’s save that for now. In addition to SINBAD there is a related writing in the Oriental room now.

This is the oriental room. Ancient oriental cave drawings cover the walls. A gently sloping passage leads upward to the north, another passage leads SE, and a hands and knees crawl leads west. Among the drawings is scribbled “ALIBABA”.
There is a delicate, precious, Ming vase here!

Close to there — heading west to the Large Low Room, then north — is another new section.

This is an entirely self-contained puzzle, at first there is a room with a gate that can’t be lifted…

You are in a small room with a dirt floor. A gate is set on the way
south, and a way lead west. There is a low crawl going north.
The gate is down.
open gate
I’m not strong enough to do that, you know.

…but the text implies you just need to be stronger. A few steps away is a pantry…

n
You’re in narrow crawl space.
w
You are in a dusty pantry. There are shelves and cupboards. Nothing of
what you would expect in a pantry is to be seen. A crawl getting tighter
lead to the east.
An envelope stands on one of the dusty shelves.

…and the envelope contains a “small pill” that makes you feel stronger if you eat it. Heading back to the gate, you can then open it and go inside.

open gate
That pill surely made me strong!
s
You are in something that seems like a chapel or something. We’ll call this the sacred chamber. There are something like an altar on the south wall, and various things on the walls that suggest a religious place. To the north is an opening from the chamber, usually barred by a gate.
The gate is up.
There’s a ring of a curious shape on the altar. It looks magical.

I am unsure if the ring has any particular effect.

Finishing off the isolated areas, I’ve already mentioned the “leather satchel” found by going up from the clam area; as far as extra items go there’s a “parchment” in the volcano area that crumbles when I try to pick it up.

You are in a small chamber filled with large boulders. The walls are very warm, causing the air in the room to be almost stifling. The only exit is a crawl heading west, through which is coming a low rumbling.
Near the entrance lies an old withered parchment.
There are rare spices here!
get parchment
At your touch the parchment withers into dust. Something was written on it.

There’s also a new zone that I found off Witt’s End, the “maze” that just loops you around (and where the original way to escape is to not go east).

You’re at Witt’s end.
There are a few recent issues of “Spelunker Today” magazine here.
sw
You are at bottom of a long flight of steps leading south and up. A corridor leads north, but obviously curves a lot further on. There is a waist-high column in the middle of the floor. On the pillar is placed a crystal(?) stone about two feet in diameter. There are tiny flickers of light in the ball, it looks like pictures of rooms. This is obviously the great palantir of Osgiliath, which was lost in the kin-strife in Gondor in Third Age 1635 !!!!!!!!!
s
You pass fissures and cracks in the wall along the stairs. There’s a large one on the east, but it’s too small for you to worm through. The snake suddenly strikes from the fissure!! You’re bitten and pummeled and strangeled thoroughly. That must have been an irrated snake!
Oh dear, you seem to have gotten yourself killed. I might be able to help you out, but I’ve never really done this before. Do you want me to try to reincarnate you?

The palantir is obviously of great interest…

…but let me mention three points on the snake first:

1.) Is that the same snake as the one that got driven off by the bird? Do I need to take the bird with me, perhaps?

2.) The problem with the bird again being helpful is that this is an instant death — there isn’t an obstacle that you then react to. Original Crowther/Woods was quite good about avoiding instant death; it would have a beat along the lines of a dwarf appearing or it being dark before you hit inevitable doom. The instant death is much less fair (especially given that this game has no save game facility).

2b.) In order to cope with the lack of save games I have been saying “yes” to the resurrection question. In nearly every other Adventure variant I would say no and just restore my save game, but the combination of no-saved-games plus instant death makes it the only practical way to handle things.

3.) Perhaps it is possible to reach this spot before facing the snake, and it will be clear? That would represent the kind of softlock I associate more with the Cambridge games like Hezarin.

Now, on to the palantir. It gave me some trouble operating it; I eventually realized it was fishing for “look direction”.

LOOK EAST
The stone starts searching in that sector.
A room underneath a grate. The stone shows
plain nothing.
A cobble crawl. The stone shows
plain nothing.
The stone found nothing in that sector.

The odd sequence here indicates it is doing some sort of “step by step” search where it somehow has the map subdivided into “zones”. This will be important later.

LOOK NORTH
The stone starts searching in that sector.
A ledge in a rock wall. The stone shows
A brass vessel stands in a corner.
In a pit with ice walls. The stone shows
A ruby sparkles in the middle of the room.
LOOK SOUTH
The stone starts searching in that sector.
The stone found nothing in that sector.

West gets the most information

LOOK WEST
The stone starts searching in that sector.
In a throne room. The stone shows
plain nothing.
A corridor with fairyland carvings. The stone shows
plain nothing.
A brightly lit dancing hall. The stone shows
plain nothing.
A corridor with grotesque statuary. The stone shows
plain nothing.
The stone found nothing in that sector.

I wasn’t able to get any other results. Note the similarity with Adventure 366 (which also has a palantir) but also the difference (this one can’t be used to teleport … I think).

Time for the big interconnected section:

I have a hard time capturing this as they are drawn on my map in very different places, but it interconnects with

a.) the “wide canyon” south of the Bedquilt area which previously was a dead end

b.) the “crossover” near the two mazes which normally led north to a dead end, but now passes through

c.) the vending machine in the “all different” maze

d.) the Giant Room with the eggs

Let’s start with the “wide place” canyon, which has a hole that goes down:

You are in a narrow corridor going southeast-northwest. There is an awful smell. There is a hole in the ceiling, but you cannot reach it.

SE is a room with an even more awful smell, and NW is a dungeon.

You are in someone’s dungeon. There are cells on both sides of the corridor. Most of the doors are rusted, but small windows give you the opportunity to check out there is nothing of interest inside. There is one door that may be unlocked, however, and inside this cell you can see a form huddled on the ground. The corridor goes southeast-northwest.
The celldoor is locked.

I have yet to bring keys over to this room, but it is an obvious next step in my gameplay (I kept getting hit by dwarves, and also orcs which work more or less like the dwarves).

Another entrance to the same complex is the vending machine. That’s been a popular place to muck around, since the vending machine gives entirely optional batteries for lamp extension (in other words, in a walkthrough there’s no reason to go in the all different maze!) This version of the game adds a hole where the player finds out after (by seeing it in in a mirror) they are very dirty:

As you look behind the machine, you see a small hole in the floor. It is just big enough for you to get through. From what you can see, there is no chance of coming up this way if you go down.
D
You are at the bottom of a narrow shaft. You cannot climb up the shaft. A corridor leads to the north.
N
In a niche in the corridor there is bolted a highly polished steel mirror on the wall. The corridor goes north/south here. As you pass the mirror, you see a black and ominious figure there. After checking behind you, you find you have seen yourself. That shaft must have been a chimney!

(I have yet to get here with water — again, no save games, plus getting hit by axes. It does appear “clean” is a verb but just going nearby to a waterfall doesn’t work, you have to be carrying the bottle.)

N
You are in a well lit room. The walls are hung with fantastic draperies, (to heavy to carry), and there are rich carpets on the floor, (also to heavy to carry). At the opposite end of the room there is what appears to be a decorated throne. Beside the throne is a table covered with velvet. On your side of the room is also a table covered in velvet. There is an opening to the south, the throne is to the north.
A five-armed chandelier made of gold, furnished with strips of other precious metals, is standing on the table.
On the throne sits a lovely elven princess, clad in some green garments. She eyes you warily.

If you approach, she leaves through a curtain to the east, but trying to follow lands you outside.

You are at the throne in the throne room. The throne is of such magnificent splendour that it is hard to take your eyes away from it. Added to this you have the table beside it, covered in a kind of velvet that gives out its own soft light. To the south is an opening in the wall. The draperies to the east and west might also cover doors or openings. A scepter, wrought from mithril, inlaid with gold, and encrusted with diamonds almost as clear as silmarils, lays on the table.
E
There must have been magic at work. As you walk through the draperies and the opening behind it, you find yourself in free air. Behind you is a blank mountain wall, in the middle distance you can see the building from which you started. The building is to the northeast.

Heading west rather than east leads to a “rune room” with Viking runes, and more branches. You can meet back up with the dungeon by going east and the southeast; going northeast instead leads to a torture chamber.

You are at the branching of the corridor. One path leads southeast, one leads west and steeply up, and one northeast.
A graphnel with a suspicious rope coiled at the end lies in a corner.
NE
You are in what has obviously been a torture chamber. Chains hang on the wall, different “implements of the trade” are spread across the floor and shelves. A reek of blood still lingers in the air, and there is an oppressive gloom in the room. An exit leads south, another east. Hovering slightly above the floor, a whitish apparition emerges before you. A low, rasping moan is heard, the sound sends a chill all through your bones. You can, somewhat undistinctly, hear words. It sounds like: “Give back, give back, oh give back my body to me. Nobody will pass whom won’t do so, nobody will pass on this way …”

(I haven’t gotten any farther past this section.)

Turning back to the rune room and going west instead leads to a ballroom and another instant death. You can reach the same ballroom approaching from the south (which enters via the “crossover” route) so I’ll show that version off:

You are at a crossover of a high N/S passage and a low E/W one.
N
This seems to be the start of a finely hewn corridor, leading northwest. A narrow corridor goes to the south.
NW
You are in a corridor with finely chiseled steps. The corridor goes up and north, and down and south.
N
You are at the southern end of a brightly lit hall. Steps lead down to the floor, which is bare and obviously designed for dancing. To your right a balcony goes round the east side of the hall. The balcony entrance is northeast, the steps go north. To the south is an opening to a corridor. On the other side of the hall another staircase goes up. On the floor a merry band of elves are dancing, forming intricate patterns. They see you and beckon for you to come and join them. An orchestra with gleaming instruments is at the balcony, playing a lively tune.
NE
You stand at the balcony behind the orchestra. There is some unrest among the musicians. Suddenly, it turns out that both the dancing elves and the musicians are orcs. Those in the orchestra are small and delicate, they throw away their instruments and scurry out of the room. The others stand at the floor and throw knives at you. Their aiming turns out to be exceedingly accurate.

I think the solution here may be (as we’ve seen in other Adventure versions) to get two types of enemy together. If the dwarves are chasing us, and we walk into the ballroom (or balcony) with the dwarves in tow, I suspect they will fight each other and we can get away. Or maybe the death will just be more colorful.

Norsk Data 10 board. Source.

To summarize my open problems, I need to handle:

a.) orcs in a ballroom that kill me

b.) a snake that kills me

c.) locked door at the dungeon (which I just haven’t brought the keys to yet, but I’m sure the thing inside will kill me)

d.) what to do at the torture room

e.) reading the parchment without it “withering away”

f.) applying SINBAD and ALI BABA (no, rubbing the lamp doesn’t work)

g.) the elf in the throne room and the magic exit

Some of these I have strong leads for, just I need to grit my teeth and boot up another game from the beginning in order to do a test. I think the dwarves are rather deadlier than in the original (they hit more often) and the previous game didn’t have orcs; while orcs work much the same as dwarves, it means there’s even more enemies to cope with and potentially be killed by.

There is a dangerous orc in the room with you!
One sharp nasty knife is thrown at you!
It misses!
You’re in slab room.

This means even though it seems like a simple thing to bring object X to place Y I have had multiple attempts in a row foiled by a stray thrown knife.

Friday, 19. September 2025

Interactive Fiction – The Digital Antiquarian

Outcast

As longtime readers of these histories know already, I’ve never been overly enamored with the so-called “French Touch” in vintage computer games, that blending of elevated aesthetic and thematic aspirations — some might prefer to use the word “pretensions” — with a, shall we say, less thoroughgoing commitment to the details of gameplay and mechanics. [̷

The Outcast box was styled to look like a movie poster. Riffing on the same theme, Infogrames’s head Bruno Bonnell called it “the first videogame that really tries to be an interactive movie,” leaving one to wonder whether he had somehow missed the first nine years of the 1990s, during which countless games tried desperately to be just that. Ironically, Outcast actually has very few of the characteristics that had become associated with the phrase: no rigidly linear plot, no digitized human actors, no out-of-engine cutscenes after the obligatory opening one. It’s a game rather than a movie through and through, and all the better for it.

As longtime readers of these histories know already, I’ve never been overly enamored with the so-called “French Touch” in vintage computer games, that blending of elevated aesthetic and thematic aspirations — some might prefer to use the word “pretensions” — with a, shall we say, less thoroughgoing commitment to the details of gameplay and mechanics. So, I approached Outcast, a 1999 game by the Francophone Belgian studio Appeal, with my prejudices held out in front of me like a shield. The descriptions I read of Outcast were full of things that set my spider sense tingling: a blending of wildly divergent, usually mutually exclusive gameplay genres (it’s hard enough to get one type of game right, much less multiple types); a relentlessly diegetic interface that embraces even such typically meta-activities as saving state (it’s hard enough to get an interface right without also trying to extend it into the world of the game); a fiendishly and seemingly needlessly convoluted premise (whereas bad Anglophone games make Donald Duck seem like Shakespeare, bad French ones all seem to be trying to be Victor Hugo and Marcel Proust rolled into one). In fact, I did my level best to avoid writing about Outcast at all, even though I knew it to be one of the better remembered cult classics of the millennial era. But when my reader Deckard asked me to cover it with “big pleading puss-in-boots eyes,” I felt like I owed it to him and all of you to at least give it a look.

Well, then, there’s no point in burying the lede any deeper than I already have: I did play Outcast. Much to my own surprise, I wound up playing it all the way through, and kind of loving it. By no means was I left without nitpicks and niggles, but on the whole it proved to be not just one of the more interesting games I’ve encountered recently but one of the more fun as well. It succeeds on most of the divergent vectors it dares to venture down, delivering a unique, evocative, even moving experience that I won’t soon forget. I owe Deckard a hearty thank you for giving me the push I needed. Read on to find out all the reasons I have to be grateful, plus a little something about where Outcast came from.


Yves Grolet, Yann Robert, and Franck Sauer.

At bottom, Outcast was a labor of love by three fast friends who had been working and playing together for years by the time they started to make it. One of the trio, named Franck Sauer, was a visual artist, sound designer, and rudimentary musician, while the other two, named Yves Grolet and Yann Robert, were accomplished programmers who specialized in high-performance graphics. When they were first coming up in the industry, the Commodore Amiga was still Europe’s premier gaming platform. They first made a reputation for themselves via two audiovisually innovative, mechanically rote shoot-em-ups of the sort that were a dime a dozen on the Amiga at the time: 1990’s Unreal (no, not that one) and 1992’s Agony. Each sold around 20,000 copies in a crowded market.

Worried about the Amiga’s long-term future as a platform — and justifiably so, as it would turn out — the friends then decided to look elsewhere. They applied and were approved for a business-development grant from the government of France — this was made possible by the fact that Yann Robert was a citizen of that country rather than Belgium — and embarked on an ambitious plan to make standup-arcade games, a branch of the industry that was enjoying its last flash of rude health before the unceasing evolution of digital technology for the home rendered it moot. Art & Magic, as they called their company, succeeded in shipping four such games during 1993 and 1994; the actual hardware was manufactured by a Belgian firm known as Deltatec. The first of their games, Ultimate Tennis, performed the best, with some 5000 cabinets sold. Those that followed did steadily less well, and soon the friends decided to jump ship from the softening arcade market just as they had from the Amiga.

Determined to continue making games despite the lukewarm financial rewards their efforts thus far had yielded, they started another company, which they called Appeal, and considered where to go next. With DOOM having recently swept the world, 3D graphics were all the rage in gaming circles. Unconvinced that they could compete head-on with John Carmack and the other talented programmers at id Software, who were already hard at work on Quake, Grolet and Robert opted to try something different on the same Intel-based personal computers that id was targeting. Instead of embracing polygonal 3D rendering, as id and everyone else were doing, they thought to make an engine powered by voxels: essentially, individual pixels that each came complete with an X, Y, and Z coordinate to place it in a 3D space independently, untethered to any polygons. The approach had its limitations — it was less efficient than polygonal graphics in many applications, and far less amenable to hardware acceleration — but it had some notable advantages as well. In particular, it ought to be good at rendering large, open, sun-drenched landscapes, something that the polygonal engines all struggled with. Whereas they favored symmetrical straight lines that were best suited for buildings and other human-made scenery, voxels could do a credible job of rendering the more chaotic, convex splendors of nature.

The friends made a trip to France to pitch the game they called Outcast to the two biggest publishers in Francophone gaming, the Paris-based Ubisoft and the Lyon-based Infogrames. The former turned them down flat; the latter agreed to buy a minority stake in Appeal and to fund the project after just a few days of talks. Grolet, Robert, and Sauer set up shop in the Belgian town of Namur and embarked upon what would turn into a four-year odyssey, alongside a development team that would grow to about twenty people at its peak.

Outcast was created in this nifty-looking building in Namur, above a ground floor of shops.

In the beginning, Outcast was a project driven almost exclusively by its graphics technology, just like everything else the friends had done prior to it. To whatever extent they thought about the gameplay and the fiction, it was as a way to showcase the potential of voxel graphics to best effect. That meant large outdoor spaces to set it apart from the DOOMs and Quakes of the world. The first draft of the plot took place in the jungles of South America, casting the player as a vigilante who goes to war with a gang of drug smugglers. But the friends soon concluded that an alien environment would be better, in that it would show off the visuals without drawing attention to the many ways they could fail to deliver an accurate rendering of the flora and fauna of our own planet; voxels were better at impressionism than photo-realism. Then someone had the idea that, if one outdoor environment would be good, a collection of them to hop among, each with its own aesthetic personality, would be even better. For a good two years, the fiction and the gameplay failed to advance much farther than that, while Appeal worked on their tech and built out the environments in which the game would take place.

There was a danger in letting any such technology-first project drag on for so long, in that consumer-computing hardware in the second half of the 1990s was very much a moving target. When work on Outcast began, most games were still running under MS-DOS, using unaccelerated VGA graphics running at a typical resolution of 320 X 200. The next few years would see Windows 95 and its DirectX libraries finally replace the MS-DOS command line that had been so familiar to gamers for so long, even as SVGA graphics running at a resolution of 640 X 480 or higher became the norm and 3D graphics accelerators became commonplace. Appeal had to reckon with and adjust to these sweeping changes as best they could. They made the switch to Windows, but their voxels were not able to make use of 3D-acceleration cards. In order to keep frame rates reasonable, they had to settle for the rather odd resolution of 512 X 384, a middle ground between the past and present of computer-game graphics.

Outcast’s graphics weren’t terribly impressive in the numeric terms by which such things were usually judged: resolution, texture density, etc. Yet they have an impressionistic beauty all their own. After living with the dark, rather sterile graphics that dominated at the time, booting up Outcast was like opening the curtains in a dark room to let in the light of a gorgeous summer day.

From about the halfway point in its development, Outcast began to expand its horizons, to become something much more than just another graphical showcase. This was accompanied by the arrival of some new characters from outside the somewhat insular world of French gaming. They would come to have an enormous impact on the finished product.

Alongside their French artiness, the core trio were possessed of a huge fondness for big-budget American action movies and their typically bombastic scores. Franck Sauer especially wanted Outcast to have a bold, striking soundtrack to accompany its unique visuals; he cited John Williams, Alan Silvestri, and Danny Elfman as appropriate points of departure. Knowing that such a feat of composition was well beyond his own modest musical talents, he placed an advertisement in some American film-industry magazines, and eventually settled on a Hollywood-based composer named Lennie Moore. Moore was given permission just to go for it. The music he came up with was sometimes wildly, almost comically over the top — he names the pull-out-all-the-stops operas of Richard Wagner as one of his most important influences — but it was like nothing else that had been heard in a game before.

Best of all, Moore happened to have a relationship with the Moscow Symphony Orchestra. The peculiar economics of post-Soviet Russia, where institutions like the aforementioned orchestra had been cast adrift without the state patronage under which they had thrived in previous decades, meant that they were often willing to take on “low-culture” music like videogame scores that no similarly credentialed Western cultural standard bearer would have touched, for a price it would never have countenanced. So, Lennie Moore and Franck Sauer found themselves traveling to Moscow in the summer of 1997, to spend a week recording the soundtrack with an 81-piece orchestra and a 24-member vocal choir, conducted by another American named William Stromberg. Sitting in an empty auditorium listening to the music being performed for the benefit of the tape recorders, Sauer could hardly believe his ears; he still calls it “an experience of a lifetime.”

The Moscow Symphony Orchestra arrives to record the Outcast soundtrack.

Outcast was suddenly taking on a decidedly multinational personality. Indeed, Moore’s score made use of a variety of exotic instrumentation in addition to the orchestra and choir, such as an Armenian duduk, Indian tablas, and African congas. The choir sang passages from Virgil’s Aeneid in the original Latin.


Around the same time that Lennie Moore and William Stromberg came onboard, Appeal hired yet another American, a writer and game designer by the name of Douglas Freese who would spend the next two years with them in Belgium. His assignment was to come up with an overarching plot to join together the six disparate voxel-driven environments that had already been created, and then to write all of the dialog for the many characters the player would encounter there. For it had been decided that Outcast would be, despite its Francophone origins, an English-language production first and foremost, one that could then be localized back into French and other languages as necessary. Writing from my own selfish standpoint as a native English speaker who prefers to play games in that language, this strikes me as a pivotal decision. It means that the Outcast which I know isn’t afflicted with the layer of obfuscation that tends to make playing even well-translated games — to say nothing of the bad translations! — like peering at their worlds through a window coated with a thin rime of frost.

Is the story of Outcastgood story? That depends on how you look at it. In the broadest strokes, it’s both clichéd and convoluted. You play a former Navy SEAL by the name of Cutter Slade — has there ever been a more perfect action-hero name in the history of media? — who is part of the first team of Earthlings ever to use a newly invented piece of mad-scientist kit that enables one to visit a parallel universe. (The influence of Stargate SG-1, a very popular television show at the time, is strong with this one.) But this is no casual research trip for the team: a black hole has been created in our own dimension by an unmanned probe that was sent previously into the alternate one. The rift can be closed only by locating the probe and returning it to the dimension where it belongs.

Your alter ego Cutter Slade. While the backgrounds are rendered using voxels, foreground characters and objects are rendered using more traditional polygons. Even here, however, Appeal found a way to be innovative. The game was one of the first, if not the first, to use a texture-mapping technique called bump-mapping to render action-hero musculature.

Alas, something goes haywire on your trip between dimensions as well, and the four members of your team arrive on the world of Adelpha at widely scattered points in not just geography but also time, with their equipment — including Cutter Slade’s action-hero arsenal of advanced weaponry — likewise scattered hither and yon. And so the game proper begins. In the role of Cutter, all you really want to do is locate your three companions, locate the probe, and return along with them and it to your home dimension, but it turns out that in order to do that you have to defeat a dictator who has taken over Adelpha and is suppressing its alien inhabitants with standard dictatorial glee. This is the task to which you’ll find yourself devoting the vast majority of your time and energy.

As I already noted, this story is as contrived as any in the videogame space, not to mention riddled with plot holes bigger than the inter-dimensional rift itself. (If the probe is such a problem for the stability of the multiverse, why doesn’t the other Earth equipment that’s been scattered everywhere on Adelpha seem to be any cause for concern?) The saving grace is in the details. Cutter Slade at first seems like just another one of the musclebound onscreen ciphers in which Arnold Schwarzenegger once specialized, but, once you get to know him, he turns out to conform more to the Bruce Willis or Harrison Ford archetype. (The voice actor who plays Cutter in the French localization is actually the same one who dubbed over Willis’s voice in the French Die Hard.) He’s always quick with a quip, expressing appropriate exasperation every time he’s given Yet Another Fetch Quest to carry out by one of the huge number of characters who inhabit the six regions of Adelpha, but he’s a soft touch at heart. He proves to be good company for his player, thus fulfilling the first and most important requirement for any videogame avatar. He’s so likable that you really want to bring his story to a happy ending.

Cutter Slade is a fish out of water much but not all of the time on Adelpha: being a former Navy SEAL, he’s pretty good at swimming as well as running, crawling, hitting, and shooting. “As far as Cutter is concerned, I had an easy time with his dialog because we both were in alien lands — him Adelpha, me Belgium — and we both had something to accomplish,” says Douglas Freese.

You can move from one of the six wildly disparate regions of Adelpha to another one only via the teleportation portals you find scattered about. The first region is a small training area, but the others are sprawling open spaces that show off the capabilities of the voxel engine to maximum advantage. Your main goal in each is to find a MacGuffin called a “mon,” of which you need all five in order to liberate the planet. But getting each mon will require working your way through a whole matrix of puzzles and other, preliminary quests given to you by the local inhabitants, members of a humanoid species known as the Talan. Most of the quests are self-contained within each region, but every once in a while the game switches it up and demands that you do something in another region to meet a local challenge. The whole design is impressively nonlinear; you can go almost everywhere right from the start, can tackle the regions in any order you wish. A short time after you find a mon, the game fires off a larger plot event involving your search for your missing teammates and sends you scurrying off to put out a fire somewhere and learn some more about What Is Really Going On on Adelpha. In this way, Outcast manages to balance a high degree of player freedom with a more conventional plot, with a coherent beginning, middle, and end.

The Talan are the most shiftless bunch of aliens ever. Some of them explain that they’re pacifists who cannot possibly shed blood themselves, yet they’re perfectly okay with you doing the blood-shedding for them. (Certain parallels from the real world of 2025 inevitably leap to mind, but it’s probably best if I don’t point them out here.)

Solving the many and diverse problems afflicting Cutter and his new Talan friends often entails combat; this is where the other, less cerebral side of the game’s identity comes to the fore. You can fight either from a third-person, behind-the-back perspective, Tomb Raider style, or from a first-person perspective, Quake style. Either way, you have half a dozen different weapons to experiment with — assuming you can find them and keep them fed with ammunition — and always have your sturdy action-hero fists available as a fallback option.

I found the combat in Outcast to be a blast — literally so, in the case of one of my favorite weapons, a handheld grenade launcher that makes as enjoyable an explosion as I’ve ever encountered in a game. By no means is it entirely free of jank — I had a persistent issue with getting hung up behind the bodies of my fallen enemies, whom Cutter’s SEAL training has apparently not taught him to step over — yet it seldom failed to put a smile on my face. One of the most satisfying tactics is to forgo weapons and just run up and beat the snot out of the evil Talan soldiers, Three Stooges style — one hand holding your victim by the collar, the other whaling away on his face. (For extra fun, use the one you’re beating up as a meat shield against the ones who are shooting at you.) I have to give special props to the artificial intelligence of your opponents, who do a remarkably effective job of coordinating with one another in a firefight, who are even capable of luring you into deadly ambushes if you aren’t careful.

As most of you know, this style of gameplay isn’t usually in my wheelhouse. Yet I had more genuine fun with Outcast than with any action game I’ve played for these histories since Jedi Knight. Just as is the case with that game, Outcast is full of big explosions and flying bodies, but it never gets morbid about it: there’s no blood to be seen, and corpses simply disappear after a few minutes in a puff of energy. (There’s probably some in-story explanation for that, but who can be bothered to look it up?) Meanwhile the difficulty is pitched perfectly for me, occasionally challenging but never crazily punishing, rewarding smart tactics as much or more than fast reflexes.

The eternal videogame pleasure of making stuff go boom…

While it’s very easy for a review like this one to slip into talking about Outcast as a game of two halves, it doesn’t really feel that way in practice. One of its most amazing achievements is how seamless it is to play; one never gets the feeling of shifting from “adventure mode” to “shooter mode,” as one tends to do in so many cross-genre exercises. Everything takes place within the same interface, and everything you do is connected to everything else. There are plenty of dialog puzzles and object-oriented puzzles of the sort you might find in an adventure game, but there are also some physics-based puzzles that wouldn’t have been possible in a point-and-click engine: shoot a pendulum at just the right point in its sway to make it move faster and faster, drop a bomb perfectly into the bottom of a well. Solving a fetch quest might require you to fight or sneak your way past some soldiers to get what you need; then, in turn, the outcome of the quest might be to weaken the enemies you fight later by taking away some of their food supply or reducing the power of their weapons. Most of your enemies do not respawn. This means that, if you invest a lot of time and effort into cleaning up a region, it generally stays that way. Adelpha is a truly reactive world that allows for considerable variance in play styles. You can flat-out go to war on behalf of its oppressed peoples, or you can sneak around, resorting to violence only when absolutely necessary. It’s entirely up to you.

The commitment to verisimilitude in all things led the designers to attempt to provide diegetic explanations for even Outcast’s gamiest aspects. The fact that the Talan you meet are all males — presumably a byproduct of a limited voice-acting budget in the real world — is here the result of a segregated alien society, in which women and children live in a separate enclave except during mating season, when everyone comes together to get their grooves on. The fact that the Talan all know how to speak English is explained as… ah, that would be spoiling things. Moving back onto safer territory, it’s studiously related in the manual that Cutter Slade carries a “miniaturization backpack” around with him, thus explaining why it is that he can hold an infinite quantity of stuff in his inventory. The onscreen HUD as well is explained as merely the view through the “direct bio-neural interface” which Cutter wears at all times.


Of course, this sort of thing can quickly get silly: if the above hasn’t convinced you of that already, the in-game “Gaamsaav” (groan!) crystal that lets Cutter capture a snapshot in time surely will. On the other hand, even it is cleverer in design terms than it first appears. Cutter has to stand still for several seconds in order to use it, which makes it inadvisable to pull out in the middle of a firefight. In this way, Outcast deftly heads off the overuse of a save function which can rob all of the tension out of a game, without annoying and inconveniencing the player too unduly through more draconian remedies like fixed save points.

As this example illustrates, Outcast provides more than just an unusually reactive and thoughtfully realized world: it also succeeds really well as an exercise in playable game design. This is not to say that fomenting a revolution on Adelpha is easy; there is little hand-holding in this wide-open world beyond a useful if sometimes cryptic quest log. Yet the game is never unfair either. If you explore diligently and follow up on all of the information you’re given, it’s perfectly soluble. I got through it without a single hint, although it did take me a few weeks of evenings and weekend afternoons to do so. The mere fact that I was motivated enough to put in the time says a lot. I had the feeling throughout that this was a game that had been played by lots of people before it was released, that it earnestly wanted to be played and enjoyed by me now, that it was a game whose designers had thought deeply about the player’s experience. What might first seem like an aggressively uncompromising game proves to be full of thoughtful little affordances for the player who deigns to pay careful attention to what’s going on, such as the portable transporter devices that you can use to jump around to arbitrary points within a region and the handy lexicon of unfamiliar alien phrases that is automatically compiled for you as you talk to more and more Talan. It isn’t even necessary to finish all of the quests in order to finish Outcast; much of the content is optional.

Exploring Cutter’s inventory.

I’ve expended a fair number of words on Outcast by now, but I’m not sure I’ve succeeded in capturing the sui generis quality that makes it so memorable. Needless to say, no game arises in a vacuum, and we can definitely find precedents for and possible influences upon this one if we look for them. Most obviously, it can be slotted into the long and proud European tradition of open-world action-adventures, dating back to 1980s classics like Mercenary and Exile. Then, too, it’s not hard to detect a whiff of Tomb Raider’s influence in its behind-the-back perspective and its occasional jumping puzzles. Outcast’s unflagging commitment to verisimilitude and diegesis brings to mind Looking Glass’s brilliant System Shock. The fetch quests might have come out of an Ultima game, some of the puzzles out of Myst. Yet Outcast blends it all in such a seamless way that it ends up entirely its own thing. It is, if you’ll forgive the cliché, more than the sum of its incredibly disparate parts. It shouldn’t work, but it does. It’s interactive narrative at its purest, in which the gameplay exists to serve the story and the world rather than the other way around.

Outcast is a game made with passion, with no constraints of being tied to a particular genre or to please a particular group of people,” says Franck Sauer. “We just did the game we wanted to make, and that was it.” The end result is as groundbreaking and inspiring an attempt to make an action game where the action feels like it matters as is Half-Life. Indeed, if we’re being honest, I had a heck of a lot more fun with Outcast than I ever did with Half-Life. Personally, I’ll take the chatty and funny Cutter Slade over Gordan Freeman the stoic cipher any day.



Despite all of Appeal’s efforts to give Outcast appeal across the Atlantic Ocean by making it an English-first production, and despite a significant Stateside advertising campaign, it proved a hard sell in an American market where successful games were by now largely confined to a handful of hard-and-fast genres. It sold only about 50,000 copies in the United States after its release in the summer of 1999. Thankfully, it did considerably better in Europe, where it sold 350,000 copies. Combined with a relatively low final production bill — Sauer estimates that Appeal brought the whole game in for about €1.5 million, even with the cost of hiring an entire symphony orchestra and choir for a week — this total was enough to place the game right on the bubble between commercial failure and success.

After dithering for a while, Infogrames agreed to fund a sequel, on the condition that Appeal would make a version for the Sony PlayStation 2 as well as for personal computers, with more action and less adventure. That project muddled along for a little over a year, only to be cancelled by the publisher in 2001 as part of a program of corporate retrenching. Appeal shut down soon after, and that seemed to be that for Outcast.

Yet the game retained a warm place in the hearts of the three friends who had originally conceived it, as it did in those of a small but committed cult of fans, some of whom discovered it on abandonware sites only years after its release. Franck Sauer, Yves Grolet, and Yann Robert were eventually able to win back the rights to the game from their old publisher. In 2014, they made a lightly remastered version called Outcast 1.1; in 2017, they made a full-fledged remake called Outcast: Second Contact; in 2024, there came the long-delayed sequel, Outcast: A New Beginning. Being stuck in the ludic past as I am, I haven’t played any of these, but all have been fairly well-received by reviewers. Kudos to the creators and the fans for refusing to let a very special game die.

As for me, I’ll try to keep Outcast in mind the next time I’m tempted to pass judgment on a game without giving it an honest try. For games, like people, deserve to be judged on their own merits, not on the basis of their peer group.




Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


SourcesThe books Principals of Three-Dimensional Computer Animation (3rd ed.) by Michael O’Rourke and Outcast: Prima’s Official Strategy Guide by Joel Durham, Jr.; Computer Gaming World of November 1999; PC Format Gold of Winter 1997; PC Gamer of November 1997 and April 1998; Next Generation of January 1998; PC Games of December 1998.

Online sources include the old official Outcast site, an old unofficial Outcast fan site, a presentation given by the Appeal principals on Outcast’s graphics technology and aesthetics, a vintage “making of” documentary produced by Infogrames, an Adventure Classic Gaming interview with Doug Freese, a Game-OST interview with Lennie Moore, and a capsule biography of William Stromberg at Tribute Film Classics. Most of all, I drew from Franck Sauer’s home page, which is full of detailed stories and images from his long career in game development.

Where to Get It: There are two versions of Outcast available for digital purchase: the remastered Outcast 1.1 and the remade Outcast: Second Contact. If you buy the former, you gain access to the original 1999 version of the game — the one that I played for this article — as a “bonus goodie.” Should you decide to play this version, do note that it’s afflicted by one ugly glitch on newer machines, involving the lighthouse in the region of Okasankaar. (Strictly speaking, you don’t absolutely have to solve this puzzle to finish the game, but doing so does make it easier.) Your best bet is to make momentary use of the cheat mode when you find yourself needing to repair the lighthouse in a way that Lara Croft might approve of. On my computer at least, every other part of the game worked fine, the occasional bit of random graphical jank excepted.

Tuesday, 16. September 2025

Zarf Updates

Bloom and Rage: design ruminations

The problem with Bloom and Rage is that I never played Life is Strange. Or I played maybe one chapter of the first LiS, didn't get hooked, and put it aside. B&R isn't exactly a response to LiS. It's the devs of the first two LiS games stepping ...

The problem with Bloom and Rage is that I never played Life is Strange. Or I played maybe one chapter of the first LiS, didn't get hooked, and put it aside.

B&R isn't exactly a response to LiS. It's the devs of the first two LiS games stepping off that franchise to create an original title. Which means it's intentionally trying to attract an audience who knows what they want, and I don't know what that is. Of course they also want new players -- they want me to enjoy it from a standing start -- and I did. It's a great game. But I'm a bit disoriented trying to write about B&R. I don't know how it fits in. Or what it fits into.

Then again, B&R is about four teenagers who don't fit in, and then they find a hole in the universe. So maybe disorientation in the right frame of mind.

It took me a while to get into the characters. As a middle-aged guy, my response to being in a teenage girl's bedroom is "Eww, creeper mode." And I wasn't a teen in the 90s, or a girl, or rural. And I never had that "perfect summer" bonding experience.

I got on board though. These kids are engaging disasters. Autumn is passionate and unsure. Kat is reticent and vicious. Nora is punk and not as shocking as she thinks. Swann is hesitant and awkward and... the protagonist, so whatever direction you steer. Let's go with "impulsive". They're all stuck in backwoods Michigan and going out of their minds. They start a terrible punk band.

(What was I doing in the summer of 1995? Writing A Change in the Weather, I guess. Which was... a sentimental reflection on being an isolated teenager, and then you fall out of the world, plus maybe supernatural stuff, and it's thematically wrapped around the music I was listening to at the time... Oh wait goddammit.)

(80s folk, rather than 90s fempunk. But it's a way in.)

On top of that, the story is a split timeline: the kids meeting in 1995 and their adult selves reconnecting in 2022. For me, the adult viewpoint grounded the teen experience in my life. I hope some young people are playing who find that the teen viewpoint grounds the strange-and-distant grownups in theirs!

I am going to skip over the plot. It's strong, a rat-king knot of raw-burn emotion and cosmic horror/wonder -- but a recap won't get us anywhere. I want to think about how I played the game.


B&R is a narrative game. It's got the "she will remember this" bat-signal. You are openly invited to decide Swann's goals and choose the relationships she has with the other three girls.

Except -- messy teens. Swann is bad at relationships! She's...

I'm going to make a Disco Elysium comparison, sorry, hang tight. The point of Disco is that Harry is a loser. He has effed everything up. You have effed everything up. That means you have permission to fail some more. If you blow a skill check, or lots of them, repeatedly -- that's Harry's story. That's who he is.

In Bloom and Rage, you are going to say something hurtful and upset your friends. Because you're sixteen and you have no idea how to handle it and neither do they. That is okay. That is Swann's story. (Your adult selves have more chill but they're not great about it either. I relate.)

The problem is, the game doesn't exactly play that way. It tracks plenty of possible story branches and variations. Lots. But the main thing it tracks is a relationship score with each of the other three girls. The "she will remember that" marker explicitly signals whether the heart-score went up or down. At the end of the game, you get a chart for each relationship, graded from "okay" to "friend" to "BFF" to "crush".

In some sense, therefore, the canonical Swann is the girl who is always trying to make nice; she says the friend-iest thing in every situation. Which, sure, that is a possible Swann. Surely there are others? Can she be an opinionated hardass for a minute? If you stray from the sweet-and-supportive path, it feels like the game punishes you, or at least scolds you.

For some scenes, this makes sense. You want to get Kat's stuck-up older sister on your side. That's realpolitik. But the four protagonists are the core of the story. I wanted messy spectrums of resolution, not linear scales.

(I just flashed on Chris Crawford's original Balance of Power (1985) -- which apologized for jamming the world's international relations into a simplistic US-vs-USSR scale. Crawford later updated the game with a "multipolar" mode. I don't know how well it played. Point is, this design tussle has history.)

The other problem is the same one I have in every branching-relationship game, which is that dialogue menus suck for conveying intent. There's a moment (vague spoiler) where a plan has gone pear-shaped and you have to choose between saying "I'm responsible" and "This was all Kat's idea". I said it was Kat's idea -- which it was. Obviously this had consequences.

But the game does not model the difference between "I ducked the blame" and "I gave Kat the credit." Because, come on, it was an awesome plan. (If you're sixteen.) Everybody should know what Kat pulled off! Respect her power!

In a later scene, Kat is hurt and upset that I hung her out to dry. That makes total sense. I don't think I had an option to apologize. I definitely didn't have an option to explain what I was thinking. "I admire you too much to lie about you..." Maybe she wouldn't have bought it, but the idea never came up. That's not what the writers put on that binary choice.

Pretty sure that's why I never got to kiss Kat. Dammit. Speaking of linear relationship scales.

So I wound up with a relatively low-connection, lonely ending. And I am torn about it. On the one hand, it is my ending. And it made a great story. B&R isn't all dating sim, remember; it's in the Stranger-Things orbit of supernatural something going on, and that got wild at the end, and I am very satisfied with the choices I made.

And yet again, it was not "the good ending". I want to go back and max out some of those relationship meters. I want to do better by my friends. I want that kiss.

Relationship meters, sigh, what a silly way to play. But is it even possible to get past "crush" into "first love" without multiple runs and maybe a walkthrough?

Disco Elysium is about failing, but you get multiple tries at most tasks. The game loop is "raise your stats, try again". (Save-scum if you want; judge yourself.) B&R tries to do the messy-failure thing with one-shot consequences -- no do-overs. It's agonizing. Deliberately, to be sure.

It was Life is Strange which had the diegetic do-overs, right? I wonder how much the designers of B&R iterated on alternatives. Swann has a camcorder, which is thematically similar but not the same game at all. (Except one scene, which plays interestingly. But even then you have limited retries.)

But I think I will leave it there. Bloom and Rage is a tribute to being sixteen. It's achingly intense and also corny as heck. The band sucks. Don't laugh. I mean, yes, laugh -- remember how ridiculous things got? But also remember how important things were, and are.


Tangential footnotes that I couldn't fit in:

Is Bloom and Rage supernatural horror? No. Magic, if it is magic, is not the source of antagonism. (The story's bad guy is a mundane jackass.) Something is new and incomprehensible and terrifying about the world -- hey, that's puberty for you. The question is not how you will defeat the supernatural, but how you will build it into your lives.

Every time I play one of these growing-up games, I think about Gone Home. Which was set in the same year! Backwoods Oregon rather than the U.P., but B&R is certainly reaching back to Gone Home as a touchstone. And, you know... B&R mentions the idea of a road trip to Seattle. The story doesn't go there but certain elements of my ending... one can absolutely imagine the Sam and Lonnie and [spoiler] adventure.

(Quick AO3 check: nope, nobody's written it. I'll keep the idea in mind.)

(Open Roads is set in 2003, so adult Tess would be on the 2022 meetup end...)

Do I need to play Life is Strange after all? It's gotten to be a big series. Haven't decided.

Speaking of: Bloom and Rage is a great title (and a great band name), but I kinda wish the designers had gone the anagram route. Rages If Silent. Glean Its Fires. Salient Griefs. Regains Itself. They all work, seriously, it's amazing.


Gold Machine

Elsewhere: Emily Short’s “Bee”

Hi all. This is just a short update regarding content I’ve published elsewhere. Both involve Bee by Emily Short, which is one of my all-time favorite works of interactive fiction. The first is a lengthy “let’s play” thread at the Interactive Fiction Community Forum. There, I discuss passages from Bee and draw conclusions regarding theme, […] The post Elsewhere: Emily S

Hi all. This is just a short update regarding content I’ve published elsewhere. Both involve Bee by Emily Short, which is one of my all-time favorite works of interactive fiction.

The first is a lengthy “let’s play” thread at the Interactive Fiction Community Forum. There, I discuss passages from Bee and draw conclusions regarding theme, character, and story. It’s a long read, but I think people have enjoyed it.

Thread: Let’s Play Bee

Second: this is mentioned in the thread itself, but I’d like to call attention to a podcast episode, as well. Callie Smith returns! We had a good time with it, as Callie is a fan, too.

Next up: Infocom’s Moonmist!

The post Elsewhere: Emily Short’s “Bee” appeared first on Gold Machine.

Monday, 15. September 2025

Renga in Blue

SVHA Adventure (1979)

This post assumes some familiarity with the original Adventure; if you haven’t yet seen, my series on the Software Toolworks version (the only one that paid the authors Crowther and Woods) is a good place to start. Otherwise, onward– Recently, two articles dropped on spillhistorie.no, both by Robert Robichaud (the same Rob that frequents the […]

This post assumes some familiarity with the original Adventure; if you haven’t yet seen, my series on the Software Toolworks version (the only one that paid the authors Crowther and Woods) is a good place to start. Otherwise, onward–

Via Ronny Hansen, a setup for playing SVHA Adventure on ND-10 hardware.

Recently, two articles dropped on spillhistorie.no, both by Robert Robichaud (the same Rob that frequents the comments here). One was on the game Ringen, the Tolkien game in Norwegian that I’ve written about before. However, I had very little information to work with and was only able to play by going through a particular section preserved on VikingMUD, then making guesses about the game. The real Ringen (actually 1983, not 1979) has now been preserved and I am excited to play it. However, doing so requires playing in Norwegian so it will need some preparation time before I get there.

The other post was on a game written in English (later translated to Norwegian, but the translation is lost), so I can get to it right away. I’m going to summarize from the article and add some details, but you’re better off reading Rob’s article first and coming back here.

Back? Let’s reach back in time…

TX-0 computer, via MIT.

…and the late 1950s.

As a computer, the TX-0 was somewhat odd as it was built for a special purpose. It was, however, a truly programmable computer; it had a good directly driven CRT display, and – most important – its circuits were all transistorized. Moreover, it was available! I could sign up for time and then use it solely for my own purposes.

Norwegian Computer Technology: Founding a New Industry

Yngvar Lundh, fresh from studies at MIT, went back to his home country of Norway to establish a computer presence there while working for the Norwegian Defence Research Establishment. He led the team on Norway’s first full-fledged computer, Lydia, a classified project used to analyze the sound of Russian submarines; this was followed with SAM (Simulation for Automatic Machinery) also intended for naval applications.

A group photo uploaded by Yngvar Lundh himself to Wikimedia, with members of the SAM team in 1962. Yngvar is on the far right. Note the similarities with the TX-0.

Per Bjørge (fifth from the left in the photo) went over for a year of study at MIT and returned in August 1966; after he returned, work on SAM-2 started, with Per Bjørge on the day team and Svein Strøm on the night team.

The computer was taken on “tour” to visit the institutes of Norway, and while on tour, Per Bjørge (another engineer who had spent a year at MIT), Rolf Skår (yet another) and Lars Monrad Krohn (who did a collaborative project with MIT) talked with a former-student-turned-entrepreneur who convinced them to form their own company. Hence: the start of Norsk Data, which not long after came out with the Nord-1, essentially a direct commercial conversion of the SAM technology.

They had early financial troubles, although through development of their own time-sharing system and the development of their Nord-10 minicomputer led to good sales to universities. (It also helped that they landed a contract at CERN; while the leaders of CERN first were more interested in getting a computer from the MIT-affiliated DEC, Norsk Data had DEC’s price sheets so were able to undercut them by 10%.)

From Wikimedia.

The important point in the story above is the cross-pollination from MIT. When ground zero for adventures happened there, it makes sense adventure would make their way over to Norway. Compare this with Italy where their first-known adventure came from an author who saw a variation of Crowther/Woods at a trade show rather than on some local mainframe.

With all that established, our story now turns to the Norwegian Institute of Technology. A group there calling themselves Studio-54 had a hobbyist/hacker culture and access to a ND-10 (via strong connections with Norsk Data; some members did work for them). One member of the group, Svein Hansen, discovered Crowther/Woods Adventure on a PDP minicomputer. While the minicomputer was intended for “serious” work at the school, he had access via Studio-54 to a ND-10, leading Svein to convert the source code in 1979. Once the port was made, there became the irresistible urge to add things to it, hence other members of the group (Nils-Morten Nilssen, Ragnar Z. Holm, Steinar Haug) piling in with new rooms, puzzles, and treasures. From the game’s own introduction:

This ADVENTURE is based on the ADVENTURE originally written by Don Woods and Willie Crowther, later expanded by Bob Supnik and Kent Blackett, and still later expanded by Nils-Morten Nilssen and Svein Hansen. In the present version some of the added features are taken from an article by Greg Hasset in Creative Computing, which added hitherto unknown parts of the cave. Many thanks to Greg!! This version is reprogrammed by Svein Hansen, and maintenance and extensions is presently handled by him. The program is written specially for NORD computers in NORD-FORTRAN 77. As Svein Hansen is responsible for this version, any inconsistencies and non-answers that might surface are best reported to him, either directly or through RSH, Norsk Data A/S, P.O. Box 25 Bogerud, OSLO 6, Norway. Personal message from Svein Hansen: Although I am responsible for this version, some of the added features are not my own. They are the lunatic and weird outcroppings from the minds of the Studio 54 Hobbies Group at the ND.10-54 community at NIT, Trondheim, Norway. Any nervous breakdowns, downbitten fingernails and suicides etc. resulting from these ideas ARE NOT MY RESPONSIBILITY !! Blame it on that sneaking, no good group that are ever trying to write more vile computer games.

This version of Adventure eventually made its way back to Norsk Data and was sold in a “games pack” compilation as SVHA Adventure.

Now, while the game has essentially been restored (after much suffering) with 70 new rooms and 20 new items/treasures, there’s a bug that means it is “impossible to escape” with two of the treasures (I don’t know yet what that means yet other than two can’t be deposited at the starting building). I’m just hoping the endgame is traditional and not something mind-blowing that we’re missing!

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

Time to first change? A single turn. But not a major one this time.

You are inside a building, a well house for a large spring.
There is a set of keys here.
There is a shiny brass lamp nearby.
There is food here.

No bottle! That’s just outside, though. I don’t know why.

You’re at end of road again.
s
You are in a valley in the forest beside a stream tumbling along a rocky
bed.
s
At your feet all the water of the stream splashes into a 2-inch slit in the rock. Downstream the streambed is bare rock.
There is a bottle of water here.

I’m almost wondering if it was a hacker-experimenter type change rather than one meant to affect gameplay; that is, if you’re mucking about changing the code of Adventure for the first time, one of the easiest things to do is to take an object and try to move its starting room and see if it works. So there might not be a “reason” for the change in a traditional sense.

Going on in, the first change otherwise I’ve found happens at the Hall of the Mountain King, where there is a barrel with a tap.

You are in the hall of the Mountain King, with passages of in all directions.
There is a barrel with a tap standing here.
A huge green fierce snake bars the way!

In the area with the clam I found a path leading up to a knapsack, but that was otherwise just a dead end. The most significant change I found was starting at the “crossover” near the mazes (all alike, all different) where heading north is normally a dead end.

HOO-HAW!!
You are at a crossover of a high N/S passage and a low E/W one.

…ok, HOO-HAW? I don’t know.

n
This seems to be the start of a finely hewn corridor, leading northwest. A narrow corridor goes to the south.

The finely hewn corridor is new, as is everything after.

nw
You are in a corridor with finely chiseled steps. The corridor goes up
and north, and down and south.
n
You are at the southern end of a brightly lit hall. Steps lead down to the floor, which is bare and obviously designed for dancing. To your right a balcony goes round the east side of the hall. The balcony entrance is northeast, the steps go north. To the south is an opening to a corridor. On the other side of the hall another staircase goes up. On the floor a merry band of elves are dancing, forming intricate patterns. They see you and beckon for you to come and join them. An orchestra with gleaming instruments is at the balcony, playing a lively tune.
n
You go down to the dance hall floor. The elves turn suddenly out to be orcs, all of them shouting and reveling at the way they fooled you. They grab their knives and hurl them at you. You stand a fair chance of landing a job as a pin cushion.

Grisly! Unfortunately, the game lacks a save game function, so it’s been slow going checking where changes might be. I can cut-and-paste walkthrough sections, but that technique only works if the RNG is consistent (otherwise I end up getting walloped by a dwarf axe somewhere in the process). It took Rob a month to get through everything, so this might turn out more difficult than your typical Adventure expansion.

I’m especially looking forward to finding the Greg Hassett section mentioned in the instructions (apparently they just lifted the “theoretical” game from an article and turned into a real one) — hopefully next time!

Saturday, 13. September 2025

IFComp News

Thank you! Stretch Goal for the 2025 Colossal Fund

Thanks to the incredible generosity of our community, the 2025 Colossal Fund has already reached its $8,000 goal! We are deeply grateful to everyone who has contributed so far. As always, 80% of Colossal Fund proceeds will be distributed among the top two-thirds of IFComp finishers. This year marked the second-highest number of entries in IFComp history! That means more authors will receive a share

Thanks to the incredible generosity of our community, the 2025 Colossal Fund has already reached its $8,000 goal! We are deeply grateful to everyone who has contributed so far.

As always, 80% of Colossal Fund proceeds will be distributed among the top two-thirds of IFComp finishers. This year marked the second-highest number of entries in IFComp history! That means more authors will receive a share of the cash prize pool, but with the funds spread across more recipients, each individual prize is a little smaller than we anticipated.

That’s why we’re setting a stretch goal of $10,000. Reaching this new milestone will boost the prize amounts.

If you haven’t yet donated and would like to help us reach our stretch goal, please visit IFComp.org and click the big blue Donate button. You can choose to be recognized on our donor page or listed anonymously. Every contribution, large or small, strengthens the prize pool and directly supports the authors who make IFComp possible.

As ever, the remaining 20% of Colossal Fund proceeds support the management of IFComp and other programs of the Interactive Fiction Technology Foundation, which you can learn more about here.

Thank you once again for your generosity, and for helping us celebrate the creativity and dedication of the interactive fiction community!

Thursday, 11. September 2025

Renga in Blue

Urban Upstart: Escape

I’ve finished the game. (Previous posts here.) I had missed a couple things in the open, and then missed one (1) mostly absurd puzzle, then had to struggle a bit more with the parser to get to the end. Back when I had found the letter and the rubbish bins, I had missed (because it […]

I’ve finished the game. (Previous posts here.)

I had missed a couple things in the open, and then missed one (1) mostly absurd puzzle, then had to struggle a bit more with the parser to get to the end.

People’s March for Jobs, Scunthorpe, 1983. Scunthorpe Telegraph Archive. Socialist Action wrote the same month “The Tory Lie that prosperity lies around the corner has been nailed.”

Back when I had found the letter and the rubbish bins, I had missed (because it was only implied in the text, and you had to LOOK again to see it) that a “cheque card” dropped along with it. (I still needed to interpolate what that meant; that term does not get used in the United States.) I had also missed the fact you could go “west” at the bank despite not being able to go in it.

I then hit a potentially serious headache by trying TYPE 1001, as told to me by the phone call.

ASIDE: Dialing 1001, as I tried to do after, is equivalent to dialing a random number, which is the reason for the other message, which apparently was meant to be the local time “at the third stroke it will be 3.23 and 30 seconds”. Repeating dialing 1001 alternates between another message (“4.31 and 30 seconds”) before returning back to the first one, so I think the implication is the system is broken and it isn’t giving a real time at all. In other words, that part was a “red herring” meant for “atmosphere”.

Returning back to the bank machine, the parser here did something monstrous: “TYPE 1001” gets the response that you’ve typed the wrong number!

I baffled for a few beats and it was only my experience with similar issues elsewhere that held out here: I tried the process of entering the card in and typing 1001 on a line by itself, no verb, and it worked. I guarantee some gnashing of teeth was felt in the 80s on this part.

After that, while scrounging about the map, I found I missed another room exit, going east at the rain section. This leads to an isolated room where there’s a small key that will be used later.

With the fiver and key in hand, I was still stuck on the rusty door at the house. In the meantime, Strident had made some comment about a milk commercial from the 80s…

…and I was truly baffled, as while I had tested drinking the milk, it simply said “you drink the milk” and the item went away. There’s no indication of any kind of effect. (In general, I’m always quite cautious with consumables on old school games; if there’s no immediate effect usually it either gets given to a character or applied, like the cheese, or is a complete red herring, like the food in this game.) However, I went through the map and tested nudging everything again to see if there was something new, and found magically I could now open the rusty door. (I assume you Hulk Out and manage to rip it off its hinges due to the raw power of milk, but it just says you open the door in the text so it is left to the player’s imagination.)

Definitely the worst puzzle in the game, although not nearly at the same level as the skull puzzle in Invincible Island. I imagine some players never even realized the puzzle existed (going to drink the milk first before even trying to get into the building).

In the basement of the building were some rats; fortunately I already had the rat trap with the cheese prepared.

Past the rats is a “cardboard box” where it isn’t clear it is a sealed box with something inside (rather than an empty open box) but I experimented enough to realize I could OPEN BOX WITH SCISSORS, yielding a pair of boots.

With the boots now worn (remember this switches outfits, so our player is no longer wearing a lab coat or dungarees, but just boots) I was able to get past the building site. At the far west were some pipes where EXAMINE PIPES yielded a flight suit.

After this comes the final part of the map: the airport.

While walking in the airport is straightforward, there is an officer inside the airport that tries to stop you if you go in any farther.

I was left (by this point) with the official papers, the fiver, the small key, the flight suit, the book, the old hat, and the food as unused items. The last two are red herrings; the other four get used here to win.

You can give the official papers to the officer and he’ll then say there’s a “pass fee”.

Is this a bribe? This feels like a bribe.

Handing the fiver over, you get waved in to find an airplane.

The panel indicates it needs a key for the ignition; this is where the small key gets used. You also need the flight suit worn and need to have read the book (which teaches flying) to do the final command, which isn’t FLY or many other variants I tried. I even started to check if there was an “invisible” item like a joystick or if the plane also needed gas. I eventually gave up and had to look at a walkthrough: TAKE OFF.

I agree with several people who said that Urban Upstart was by far their favourite adventure, and great fun to play. Its success on the Spectrum has now led to a Commodore 64 version just being released.

Personal Computer News, July 7, 1984

Urban Upstart was quite well regarded, and Pete Cooke has indicated it was by far his best selling game. While I’d mark it as “above average” it does fall short of “all time classic” given the janky parser and occasional awkward clueing. (I didn’t even discuss how the game is extremely slow to run; I had to crank the emulator to 900% before it became fluid.) I could just chalk that up to being an “old” game where people simply have greater standards now, but it does seem like there’s more going on than just that.

Another Scunthorpe picture from 1983.

Being in the “cultural mood” helps; I will return to a more detailed examination of politics and industry under Thatcherism in a later game (as Thatcher herself even makes an appearance). I think this is also a case where the medium is deeply appropriate for the message. That is, it just feels right to have a satirical, slightly-punk game on the ZX Spectrum in the first place. With a rich fantasy world, the limits to the art and parser can be jarring; here they seem appropriately on theme.

One comparable situation is with the modern lo-fi horror games. Many “indie” horror games now take an aesthetic last seen on the Playstation 1; having giant polygons and uncanny textures can add to the mood rather than feel like unrealism. Unnatural, low-resolution monsters that look broken because the hardware surpassed its polygon limit? Perfect!

Itch even has a compilation of new games called Haunted PS1 Demo Disc.

Similarly, when Urban Upstart does something frustrating, it feels quite akin to dealing with the frustrations of 1983 Britain that were being vented. Sure, you might get sent down a wrong alley for hours because you typed GIVE LAGER and got pounded for not typing GIVE LAGER TO FAN, not realizing you were doing the right thing but with the wrong words, but it just adds to the experience.

Coming up: a new variant of Adventure from 1979 that only made it on the Internet as of today.

Wednesday, 10. September 2025

Renga in Blue

Urban Upstart: Grime Street, Where All Things Are Possible

(Continued from my previous post.) I have only made a little progress, but I thought I’d at least give an update. I went through my verb list and found only a very small list… READ, OPEN, DRINK, EAT, WAIT, KILL, UNLOCK, PUT, WEAR, GIVE, EXAMINE, INSERT, ENTER, LEAVE, LISTEN, CROSS …and the only two of […]

(Continued from my previous post.)

I have only made a little progress, but I thought I’d at least give an update.

I went through my verb list and found only a very small list…

READ, OPEN, DRINK, EAT, WAIT, KILL, UNLOCK, PUT, WEAR, GIVE, EXAMINE, INSERT, ENTER, LEAVE, LISTEN, CROSS

…and the only two of note are LISTEN and CROSS, neither which would be obvious things to try in a limited parser. (Keep in mind that there is always the possibility of a rare verb that I don’t have listed, so this isn’t guaranteed to be everything.)

Regarding the football fan from last time: they are indeed, as I theorized while typing my last post, a fan of lager. GIVE LAGER TO FAN works. (GIVE LAGER results in you getting completely pounded, with no indication the parser simply didn’t know what you meant, but I had already been trained by Invincible Island to watch for this issue.) Handing the lager over gives enough time to pick up the rat trap nearby.

The game accepts PUT CHEESE IN TRAP but I have not managed to get any farther than that (I could try dropping the trap in every single room hoping for a hit, but I haven’t gotten that desperate yet).

In more ordinary Me Missing Things, I missed that the fish and chips shop is enterable (with plain ENTER, the game doesn’t understand SHOP). There’s nothing in there although there’s some sounds from the back, where the magic LISTEN verb works. RADIO isn’t an understood noun so I don’t know if this is supposed to be meaningful.

The shop also has a “red herring” which causes a herd of cats to appear following the player. I suspect this is a red herring in both the literal and figurative sense, because authors find this joke irresistible, but maybe this will finally be the game that bucks the trend.

The chip shop is helpfully centrally located (and remember the police are zealous and will nab you if you drop things on the road) so I’ve been using it as my base of operations.

New rooms are in yelllow.

Heading a bit southwest is the red scarf I mentioned quite briefly last time. What I neglected to get into is that there is the sound of heavy boots when you pick the scarf up, and after a certain amount of time you get stomped by someone who doesn’t appreciate the scarf. I assume this is a football hooligan reference. There’s enough time between picking up the scarf and getting sent to the hospital that I assume there’s a puzzle that involves unloading the scarf somehow.

Northwest from the shop is the building site (where I still end up sinking, even after dropping all items) and the small area of rain that requires the umbrella.

Just past the rain is a canal with a bridge; here CROSS is needed (and is the only way I can find to use the bridge, yay for the verb list). This leads to a building with a rusty door I have been unable to break into.

Just south is a car park with “some milk”, one of my only two new items. The other new item comes from back at the dustbins that couldn’t be OPENed because the game wants EXAMINE. Grr. (EXAMINE works on almost nothing in the game. Of takeable objects, the only one that it has worked on is the papers from the Town Hall, described as being written in Greek.)

Here is where things get cryptic and where I am happy to field explanations. I went over to the phone box and dialed the number and got as second number (1001) and when I dialed that number I got yet more numbers:

I’m not sure how to interpret this information or what it gets used on. Other than sinking at the building site and the rusty door I’m out of obstacles to whack at. Optionally it may be possible to deal with the police sergeant somehow upon being arrested but that may also simply be a dead end.

(You can try giving him items, but he just says no bribes.)

There’s always the possibility of “hidden puzzles”; a number of locations didn’t seem to have anything active going on (like the church and graveyard), or a random yellow wall in the middle of town but may reveal something with the right action. I still am not sure which way my character should even be aiming to escape; I’m imagining the big road block is not the route we are going to use, and nothing else suggests a pathway out.

Monday, 08. September 2025

Choice of Games LLC

Coming September 25th, “Specters of the Deep”—New Author Interview and Trailer!

In life, you were a legendary hero. Now, you’ll rise from the grave as a ghost to defend your country in its hour of greatest need! Defy dragons, duel the dead, and face the nightmare at the bottom of the sea! Specters of the Deep is an interactive epic fantasy novel by Abigail C. Trevor, author of Heroes of Myth and Stars Arisen. It’s entirely text-based, 1 million words and hundreds o

In life, you were a legendary hero. Now, you’ll rise from the grave as a ghost to defend your country in its hour of greatest need! Defy dragons, duel the dead, and face the nightmare at the bottom of the sea!

Specters of the Deep is an interactive epic fantasy novel by Abigail C. Trevor, author of Heroes of Myth and Stars Arisen. It’s entirely text-based, 1 million words and hundreds of choices, without graphics or sound effects, fueled by the vast, unstoppable power of your imagination. Choice of Games editor Mary Duffy sat down with Abigail to talk about her writing process, dragons, and ghostly protagonists.

Specters of the Deep releases on Thursday, September 25th. You can play the first four chapters for free right now and wishlist the game on Steam!

Specters of the Deep is, like Stars Arisen, somewhere in the neighborhood of a million words. How are you putting out half a million words a year? Literally how.

Sheer love of the game. Games.

But actually, the primary thing is that I am both a person for whom writing every day works well as a strategy and a person who usually has the time in my schedule to do so. I’m always wary of giving universal writing advice because I don’t expect that what works for me will work for everyone, but that’s essentially what I do. I don’t always write the same amount, and if I’m busy it’s often barely anything at all, but I do at least a bit of something every day, whether that’s actually writing the game, making notes about future plans, or editing. There’s also a lot of outlining. With the development of the initial game pitch, there’s a comprehensive outline laying out the specifics of the story, characters, and plot, and then I tend to make smaller outlines along the way about the events of individual chapters. Not necessarily in a ton of detail, but laying out the general options for the PC and some approximations of how the mechanics will work. That’s very helpful in keeping things focused and figuring out what I need to approach next, even if I don’t stick to those outlines entirely.

I can also tell you that according to a spreadsheet I have, between April 2023 and July 2025, I wrote an average of 1628 words per day. But some of those days are single-digit numbers.

Tell us everything we ought to know about this world.

This is an interesting question to answer, because the characters in the game are also learning quite a lot of new things about the world as the story unfolds. For one thing, until shortly before the main storyline begins, they didn’t know there were ghosts. Well, most of them didn’t.

The story takes place in a country called Galdrin, on an island a short distance away from a much larger continent called Haberna. We end up seeing Galdrin at a couple of different points in history, because (spoiler alert) (not really) (it happens a few pages into the game and there’s a ghost on the cover art) the PC dies. The PC is Galdrin’s national hero, a near-mythological figure even during their lifetime, and in one of their many glorious battles, they die. Then, centuries later, they rise up as a ghost from their own grave, and are immediately called upon to save Galdrin in its hour of need once again. So part of what we’re learning about the world has to do with the ways it’s changed since their death and the ways it hasn’t. They’re coming back at a time of great innovation, witnessing new kinds of scientific and magical advancement, but also at a time when Galdrin is being very literally haunted by its past. Mostly by the ghosts that are swarming up out of the ocean.

Exactly what’s up with the ghosts—and, for that matter, the ocean—is something you’ll have to discover.

There’s dragons in this game. We love a dragon at Choice of Games.

I was a dragon kid. Dragons are my associated animal that people turn to when they aren’t sure what present to get for me. I have been wearing a necklace with a dragon on it almost every day since seventh grade. At a glance I can see three decorative dragons from my desk, and there are more upstairs. Last week, I was playing with sidewalk chalk with my nieces, and drew a dragon in the style that I have been drawing dragons since I was not much older than they are. When my brother came outside, he looked at our artwork and said, “Oh, it’s that dragon you draw.”

I could go on.

It is kind of weird that neither of my previous games had dragons in them. People in my life, on learning I was writing games, have asked me how many dragons were in them, and I had to say “none” until now. It’s less confusing for everyone that they’re here now. I hope you like them.

Why was the idea of a PC who is a ghost so compelling to you?

Stars Arisen featured a ghost, Vivian, as one of the main characters. I had a great time writing him, figuring out when his ghostly abilities would be an asset and when they’d be a problem. His storyline also involved reacting and adjusting to the reputation he’d acquired after his death. When I started thinking about new game ideas, I found that was something I wanted to explore more, and making the PC the ghost this time was the easiest way to do that. (Though I shouldn’t say “the” ghost—there are definitely others!)

My games also tend to involve reckoning with the history of the setting in various ways, and playing a PC who’s a crucial figure in that history was a particularly interesting way to approach that. (Of course, the PC in Heroes of Myth is also a rather important figure in the very recent history of the setting, but we’re looking a little farther back here.)

Also, I wouldn’t say that “strict adherence to the laws of physics” has ever been a defining characteristic of my writing, but it’s been refreshing to have a reason to ignore them even more. A lot of this game takes place underwater, and ghosts have a lot less to worry about down there than living people do. (Or do they?)

As you’ve grown and evolved as a writer with COG, what lessons have your previous games, Heroes of Myth and Stars Arisen, taught you that you’re bringing to Specters of the Deep?

Well, not how to make things shorter. I was convinced going in (and for almost all of the writing process) that Specters of the Deep would be shorter than Stars Arisen, which wound up not being the case. But the experience I have is something else that allows me to write as much and as quickly as I do. I know the tools and building blocks I’m working with very well by now, and that makes it much easier to figure out how to arrange them into something cool.

As I mentioned, you’re putting out a lot of words every year, but you’re also managing a number of projects as an editor. What upcoming games of yours are you particularly hype to tell our readers about?

There are quite a few, so that’s a very tricky question! I do want to encourage people to check out a few work-in-progress threads on our forum:

  • The Earth Has Teeth by Harris Powell-Smith: A different world from the Crème de la Crème series, and one I’m really excited about! More fantasy, more storms, more tigers, same incredible writing and characters.
  • To Reign in Hell by Stuart Martyn: Play an archdevil and seize the throne of hell! (Or help someone else do it. Or just spread chaos throughout the afterlife.) The WIP thread went up pretty recently, and I encourage everyone to take a look.
  • Of Love and Honor by Raven de Hart: Raven de Hart’s third game, though they’re all new settings, so you can start with any of them! You can romance a dragon in this one. (Also, fight with blades and magic in a tournament for the future of your nation, but I think you know what I’m about.)

Off-forum thus far, I’ll mention The Bone Dancer’s Bane, a fantasy epic I expect to match or exceed Specters of the Deep in length, about fighting to keep a dying world alive in the midst of an ongoing ice zombie apocalypse. Also, not upcoming but just released, I do want to shout out Star Crystal Warriors Go!

What are you working on next? And how long of a break will you take before you begin it?

No idea! Due to production schedule reasons, there was a much longer gap between the end of beta testing and the release for Stars Arisen than there will be for Specters of the Deep. It had been a few months and I’d already started working on Specters by the time Stars Arisen came out, but as I’m writing this, the Specters beta wrapped up less than two weeks ago, and I’m still very much still in break mode. I never really know exactly when I’m going to have an idea for a new project, but I tend to need some time to recharge first. So stay tuned!

Saturday, 06. September 2025

Renga in Blue

Urban Upstart (1983)

Scarthorpe is the sort of town where even the dogs carry flick knives, where there’s only one road in, and it’s a one way street!!! This is the second adventure game by Pete Cooke, after Invincible Island, again for ZX Spectrum (although a C64 port came out too). I just thought there’s no point doing […]

Scarthorpe is the sort of town where even the dogs carry flick knives, where there’s only one road in, and it’s a one way street!!!

This is the second adventure game by Pete Cooke, after Invincible Island, again for ZX Spectrum (although a C64 port came out too).

I just thought there’s no point doing a fantasy setting like everyone else was. It did quite well, I made some money.

— From the Pete Cooke Retro Gamer interview

We’ve now seen three games (Pythonesque, Mad Martha, On the Way to the Interview) that have a sort of “satirical urban magical realism” aspect to them, and they’ve all been British.

While we’ve had comparable satire from the United States, it hasn’t been couched in quite the same terms (battling old ladies in the streets, getting run over by a bus literally anywhere including inside houses, husbands being chased down by their wives with an axe). Some of the same flavor can be found in Asylum II but the setting is very much not urban. The closest comparison I can think of is the various “naughty games” like City Adventure and the first two Misadventure games, but they still don’t strike me as inherently focused on urban sleaze, just sleaze in general.

The other term I’ve used for the genre is “British degenerate” game and it fits here too.

I’m not keen on “cultural zeitgeist” theories why certain trends happen; they tend to lead to of-the-cuff speculation:– when Tolkien became popular with the counterculture of the United States there was the rumor Tolkien wrote the books while on drugs, and an article in the Ladies Home Journal claimed

No youngster is going to believe in a beautiful knight on a white charger whose strength is as the strength of 10 because his heart is pure. He knows too much history and/or sociology, alas, to find knighthood enchanting in its feudal backgrounds and to dream of Greek heroes and of gods who walked the earth. But give him hobbits and he can escape to a never-never world that satisfies his 20th century mind.

which seems comedically off the mark; Tolkien’s sources were also quite old.

Still, there was something particular to culture in the UK both in their humour and in their politics that led to these sorts of “urban satire” games; certainly, given the literal title of one of the games, Monty Python (and by extension, The Goon Show) deserves some credit; Not the Nine O’ Clock also could be an influence. I have a theory regarding the ZX Spectrum in particular but I’ll save that for when I’m done with the game.

Urban Upstart is explicitly an “escape from 20th century suburbia”.

Via eBay UK.

We are literally trapped in the city and need to escape. Choice of time: 3 o’clock in the morning.

Incidentally, if you don’t put the dungarees on, after you get out of the starting house you get arrested for indecent exposure.

The opening house has some scissors and a lager in the fridge, as well as a large key for unlocking the front door (which is locked from both ways?) After some fiddling about with the parser trying to leave the house (just the word LEAVE alone or LEAVE HOUSE works, don’t try to ENTER DOOR, GO DOOR, etc.) we’re out on the town.

The bookstore is enterable (!) and has only one book, on How to Fly, suggesting our final exit may be via aeronautical vehicle.

There are “dustbins” in the back of the house but neither OPEN nor EMPTY work and I’m not sure if they’re there for anything else other than flavor (there’s a lot of dead ends and “urban debris” type rooms, so it might just be atmosphere). What you can find is an umbrella lying about a bus stop, and food and cheese in a park. Park cheese, delicious.

The park is adjacent to a church with a graveyard. The tombstone says John Smith.

Just past the bookshop is an alley near a Football Ground, and a grumpy football fan past that (hanging near a rat trap, for some reason).

I haven’t tried giving him the lager yet.

The fan pounds you if you try to pass (or don’t, even) and you end up landing in a hospital in a different part of the map. There are multiple ways to get sent to the hospital but let’s follow the path there next.

You land in an unsupervised hospital bed in a straightforward maze, but if you try to walk out of the hospital, a doctor escorts you back to the bed.

The maze includes a white coat, so the way to get out is to simply wear the white coat over your dungarees and sneak out the entrance.

To the west is a hill with some red tape on the top — that’ll be useful in a moment — and going back east passes by a sign (“Keep Britain Tidy”), a car abandoned in the road (can’t enter or drive), and a red scarf.

Incidentally, the police are quite serious about keeping Britain tidy, and if you drop an item while juggling inventory onto the street, you will immediately get arrested.

Looking at the north part of town…

…there’s more civic grime (on “Civic Street”), a phone box (with a working phone, I don’t know who to call), a very serious roadblock at the far north…

This is the kind of parser which insults the player. It does fit the theming.

…and a “wasteland” nearby which has an “old hat”.

At the end of Civic Street is a Town Hall which you normally can’t enter, but I thought to bring over the “red tape” and I got in. I get the perception this game may not be 100% looking for realism in puzzle solutions. In the Town Hall you can find “official documents” which I haven’t used yet.

The last obstacles are around a turn at “muck alley”. One involves an area that mysteriously rains; I’m sure nabbing the umbrella will help, but I haven’t gotten around to it yet (or rather, when I went to get the umbrella and needed to trade inventory, that’s when I discovered the town policy on litter so haven’t bothered to go back around yet). As a side path off of that is a “wet and muddy” building site which describes you sinking, and if you are there too long you get trapped in the mud and sent to the hospital.

Continuing the theme of not wanting to fiddle with inventory yet, I think getting through here may involve simply dumping my inventory elsewhere (the author’s last game, Invincible Island, had something similar). To summarize, I’ve found scissors, a lager, a key, dungarees, an umbrella, some food, some cheese, a red scarf, a white coat, some red tape, and some official papers. In terms of active obstacles I still need to take the umbrella through the rain, get through the building site, and get past the football fan; optionally there might be a way to get out of the police station. (If you just walk in the station you get trapped in, just like if you were arrested. LEAVE doesn’t work. This might even be a parser issue!) However, it is quite possible I’m simply missing some spots due to the parser being finicky.

Friday, 05. September 2025

My So Called Interactive Fiction Life

Sharpee Paused

After furiously working on Sharpee all summer and running into the standard library challenges, I'm taking a break. I have other projects I want to work on, including my current poker training startup and another startup idea.Even I'll admit I was overly optimistic about getting

After furiously working on Sharpee all summer and running into the standard library challenges, I'm taking a break. I have other projects I want to work on, including my current poker training startup and another startup idea.

Even I'll admit I was overly optimistic about getting it completed by now. The upside still remains: the overall design and architecture have withstood a massive list of testing scenarios. The cons are that the standard library and world-model require magnification from my own development capabilities and zooming out on the GenAI side.

My original goal was to let GenAI do 95% of the work. That number is likely to drop to 75% or lower, which aligns with projects I see other people working on using OpenAI and Claude (for coding). It's not that GenAI can't construct the actions in some way. It's that I can construct the logic for each action faster than explaining all of the details to GenAI. I still use GenAI to discuss options, pros and cons, consequences, and scenarios; but I'm writing the code myself in many cases.

A fun example is pushing. GenAI will make the action mostly correct, but also add behavior for sounds (pushing buttons), which is fine but not necessary in the standard library. A lot of other examples of behaviors you'd see in a video game, but generally not in a text game. So I'm tackling each action, defining the base behavior, and implementing it. This way I can check off each action as "working as I expect it to work".

I'll get back to it later this fall, but looking to complete something else in the meantime.

As always, stay tuned.


Interactive Fiction – The Digital Antiquarian

Choose Your Own Adventure

In 1999, after twenty years and many tens of millions of books sold,[1]A truly incredible figure of 250 million copies sold is frequently cited for the original Choose Your Own Adventure series today, apparently on the basis of a statement released in January of 2007 by Choosco, a company which has repeatedly attempted to reboot […]

In 1999, after twenty years and many tens of millions of books sold,[1]A truly incredible figure of 250 million copies sold is frequently cited for the original Choose Your Own Adventure series today, apparently on the basis of a statement released in January of 2007 by Choosco, a company which has repeatedly attempted to reboot the series in the post-millennial era. Based upon the running tally of sales which appeared in Publishers Weekly during the books’ 1980s heyday, I struggle to see how this figure can be correct. That journal of record reported 34 million Choose Your Own Adventure books sold in North America as of December 1, 1989. By that time, the series’s best years as a commercial proposition were already behind it. Even when factoring in international sales, which were definitely considerable, it is difficult to see how the total figure could have exceeded 100 million books sold at the outside. Having said that, however, the fact remains that the series sold an awful lot of books by any standard. Bantam Books announced that it would no longer be publishing its Choose Your Own Adventure line of children’s paperbacks. So, since these histories currently find themselves in 1999, this seems like a good time to look back on one of the formative influences upon the computer games I’ve been covering for so many years now, as well as upon the people who played them — not least, yours truly. Or maybe that’s just an excuse for me to finally write an article I should have written a long time ago. Either way, I hope you don’t mind if I step out of the chronology today and take you way, way back, to steal a phrase from Van Morrison.

The first and most iconic of all the Choose Your Own Adventure books involved spelunking, just as did the first and most iconic of all computer-based adventure games.

These books were the gateway drugs of interactive entertainment.

— Choose Your Own Adventure historian Christian Swineheart

My first experience with interactive media wasn’t mediated by any sort of digital technology. Instead it came courtesy of a “technology” that was already more than half a millennium old at the time: the printed book.

In the fall of 1980, I was eight years old, and doing my childish best to adjust to life in a suburb of Dallas, Texas, where my family had moved the previous summer from the vicinity of Youngstown, Ohio. I was a skinny, frail kid who wasn’t very good at throwing balls or throwing punches, which did nothing to ease the transition. Even when I wasn’t being actively picked on, I was bewildered at my new classmates’ turns of phrase (“I reckon,” “y’all,” “I’m fixin’ to”) that I had previously heard only in the John Wayne movies I watched on my dad’s knee. In their eyes, my birthplace north of the Mason Dixon Line meant that I could be dismissed as just another clueless, borderline useless “Yankee,” a heathen in the eyes of those who adhered to my new state’s twin religions of Baptist Christianity and Friday-night football.

I found my refuge in my imagination. I was interested in just about everything — a trait I’ve never lost, both to my benefit and my detriment in life — and I could sit for long periods of time in my room, spinning out fantasies in my head about school lessons, about books I’d read, about television shows I’d seen, even about songs I’d heard on the radio. I actually framed this as a distinct activity in my mind: “I’m going to go imagine now.” If nothing else, it was good training for becoming a writer. As they say, the child is the father of the man.

One Friday afternoon, I discovered a slim, well-thumbed volume in my elementary school’s scanty library. Above the title The Cave of Time was the now-iconic Choose Your Own Adventure masthead, proclaiming it to be the first book in a series. Curious as always, I opened it to the first page. I was precocious enough to know what was meant by a first-person and third-person narrator of written fiction, but this was something else: this book was written in the second person.

You’ve hiked through Snake Canyon once before while visiting your Uncle Howard at Red Creek Ranch, but you never noticed any cave entrance. It looks as though a recent rock slide has uncovered it.

Though the late afternoon sun is striking the surface of the cave, the interior remains in total darkness. You step inside a few feet, trying to get an idea of how big it is. As your eyes become used to the dark, you see what looks like a tunnel ahead, dimly lit by some kind of phosphorescent material on its walls. The tunnel walls are smooth, as if they were shaped by running water. After twenty feet or so, the tunnel curves. You wonder where it leads. You venture in a bit further, but you feel nervous being alone in such a strange place. You turn and hurry out.

A thunderstorm may be coming, judging by how dark it looks outside. Suddenly you realize the sun has long since set, and the landscape is lit only by the pale light of the full moon. You must have fallen asleep and woken up hours later. But then you remember something even more strange. Just last evening, the moon was only a slim crescent in the sky.

You wonder how long you’ve been in the cave. You are not hungry. You don’t feel you have been sleeping. You wonder whether to try to walk back home by moonlight or whether to wait for dawn, rather than risk your footing on the steep and rocky trail.

All of this was intriguing enough already for a kid like me, but now came the kicker. The book asked me — asked me!! — whether I wanted to “start back home” (“turn to page 4”) or to “wait” (“turn to page 5”). This was the book I had never known I needed, a vehicle for the imagination like no other.

I took The Cave of Time home and devoured it that weekend. Through the simple expedient of flipping through its pages, I time-traveled to the age of dinosaurs, to the Battle of Gettysburg, to London during the Blitz, to the building of the Great Wall of China, to the Titanic and the Ice Age and the Middle Ages. Much of this history was entirely new to me, igniting whole new avenues of interest. Today, it’s all too easy to see all of the limitations and infelicities of The Cave of Time and its successors: a book of 115 pages that had, as it proudly trumpeted on the cover, 40 possible endings meant that the sum total of any given adventure wasn’t likely to span more than about three choices if you were lucky. But to a lonely, hyper-imaginative eight-year-old, none of that mattered. I was well and truly smitten, not so much by what the book was as by what I wished it to be, by what I was able to turn it into in my mind by the sheer intensity of that wish.

I remained a devoted Choose Your Own Adventure reader for the next couple of years. Back in those days, each book could be had for just $1.25, well within reach of a young boy’s allowance even at a time when a dollar was worth a lot more than it is today. Each volume had some archetypal-feeling adventurous theme that made it catnip for a kid who was also discovering Jules Verne and beginning to flirt with golden-age science fiction (the golden age being, of course, age twelve): deep-sea diving, a journey by hot-air balloon, the Wild West, a cross-country auto race, the Egyptian pyramids, a hunt for the Abominable Snowman. What they evoked in me was as important as what was actually printed on the page; each was a springboard for another weekend of fantasizing about exotic undertakings where nobody mocked you because you had two left feet in gym class and spoke with a stubbornly persistent Northern accent. And each was a springboard for learning as well; this process usually started with pestering my parents, and then, if I didn’t get everything I needed from that source, ended with me turning to the family set of Encyclopedia Britannica in the study. (I remember how when reading Journey Under the Sea I was confused by frequent references to “the bends.” I asked my mom what that meant, and, bless her heart, she said she thought the bends were diarrhea. Needless to say, this put a whole new spin on my underwater exploits until I finally did a bit of my own research about diving.)

Inevitably, I did begin to see the limitations of the format in time — right about the time that some of my nerdier classmates, whom I had by now managed to connect with, started to show me a tabletop game called Dungeons & DragonsChoose Your Own Adventure had primed me to understand and respond to it right away; it would be no exaggeration to say that I saw this game that would remake so much of the entertainment landscape in its image as simply a better, less constrained take on the same core concept. Ditto the computer games that I began to notice in a corner of the bookstore I haunted circa 1984. When Infocom promised me that playing one of their games meant “waking up inside a story,” I knew exactly what they must mean: Choose Your Own Adventure done right. For the Christmas of 1984, I convinced my parents to buy me a disk drive for the Commodore 64 they had bought me the year before. And so the die was cast. If Choose Your Own Adventure hadn’t come along, I don’t think that I would be the Digital Antiquarian today.

But since I am the Digital Antiquarian, I have my usual array of questions to ask. Where did Choose Your Own Adventure, that gateway drug for the first generation to be raised on interactive media, come from? Who was responsible for it? The most obvious answer is the authors Edward Packard and R.A. Montgomery, one or the other of whose name could be seen on most of the early books in the series. But two authors alone do not a cultural phenomenon make.


“Will you read me a story?”

“Read you a story? What fun would that be? I’ve got a better idea: let’s tell a story together.”

— Adam Cadre, Photopia

During the twentieth century, when print still ruled the roost, the hidden hands behind the American cultural zeitgeist were the agents, editors, and marketers in and around the big Manhattan publishing houses, who decided which books were worth publishing and promoting, who decided what they would look like and even to a large extent how they would read. No one outside of the insular world of print publishing knew these people’s names, but the power they had to shape hearts and minds was enormous — arguably more so than that of any of the writers they served. After all, even the most prolific author of fiction or non-fiction usually couldn’t turn out more than one book per year, whereas an agent or editor could quietly, anonymously leave her fingerprints on dozens. Amy Berkower, a name I’m pretty sure you’ve never heard of, is a fine case in point.

Berkower joined Writers House, one of the most prestigious of the New York literary agencies, during the mid-1970s as a “secretarial girl.” Having shown herself to be an enthusiastic go-getter by working long hours and sitting in on countless meetings, she was promoted to the role of agent in 1977, but assigned to “juvenile publishing,” largely because nobody else in the organization wanted to work with such non-prestigious books. Yet the assignment suited Berkower just fine. “As a kid, I read and loved Nancy Drew before I went on to Camus,” she says. “I was in the right place at the right time. I didn’t have the bias that juvenile series wouldn’t lead to Camus.”

Thus when a fellow named Ray Montgomery came to her with a unique concept he called Adventures of You, he found a receptive audience. Montgomery was the co-owner of a small press called Vermont Crossroads, far removed from the glitz and glamor of Manhattan. Crossroads’s typical fare was esoteric volumes like Hemingway in Michigan and The Male Nude in Photography that generally weren’t expected to break four digits in total unit sales. A few years earlier, however, Montgomery had himself been approached by Edward Packard, a lawyer by trade who had already pitched a multiple-choice children’s book called Sugarcane Island to what felt like every other publisher in the country without success.

As he would find himself relating again and again to curious journalists in the decades to come, Packard had come up with his idea for an interactive book by making a virtue of necessity. During the 1960s, he was an up-and-coming attorney who worked long days in Manhattan, to which he commuted by train from his and his wife’s home in Greenwich, Connecticut. He often arrived home in the evening just in time to put his two daughters to bed. They liked to be told a bedtime story, but Packard was usually so exhausted that he had trouble coming up with one. So, he slyly enlisted his daughters’ help with the creative process. He would feed them a little bit of a story in which they were the stars, then ask them what they wanted to do next. Their answers would jog his tired imagination, and he would be off and running once again.

Sometimes, though, the girls would each want to do something different. “What would happen if you wrote both endings?” Packard mused to himself. A long-time frustrated writer as well as a self-described “lawyer who was never comfortable with the law,” Packard began to wonder whether he could turn his interactive bedtime stories into a new kind of book. By as early as 1969, he had invented the classic Choose Your Own Adventure format — turn to this page to do this, turn to that page to do that — and produced his first finished work in the style: the aforementioned Sugarcane Island, about a youngster who gets swept off the deck of a scientific research vessel by a sudden tidal wave and washed ashore on a mysterious Pacific island that has monsters, pirates, sharks, headhunters, and many another staple of more traditional children’s adventure fiction to contend with.

He was sure that it was “such a wonderful idea, I’d immediately find a big publisher.” He signed on with an agent, who “said he would be surprised if there were no takers,” recalls Packard. “Then he proceeded to be surprised.” One rejection letter stated that “it’s hard enough to get children to read, and you’re just making it harder with all these choices.” Letters like that came over and over again, over a period of years.

By 1975, Edward Packard was divorced from both his agent and his wife. With his daughters no longer of an age to beg for bedtime stories, he had just about resigned himself to being a lawyer forever. Then, whilst flipping through an issue of Vermont Life during a stay at a ski lodge, he happened upon a small advertisement from Crossroads Press. “Authors Wanted,” it read. Crossroads wasn’t the bright-lights, big-city publisher Packard had once dreamed of, but on a lark he sent a copy of Sugarcane Island to the address in the magazine.

It arrived on the desk of Ray Montgomery, who was instantly intrigued. “I Xeroxed 50 copies of Ed’s manuscript and took it to a reading teacher in Stowe,” Montgomery told The New York Times in 1981. “His kids — third grade through junior high — couldn’t get enough of it.” Satisfied by that proof of concept, Montgomery agreed to publish the book. Crossroads Press sold 8000 copies of Sugarcane Island over the next couple of years, a figure that was “unbelievable” by their modest standards. Montgomery was inspired to pen a book of his own in the same style, which he called Journey Under the Sea. The budding series was given the name Adventures of You — a proof that, whatever else they may have had going for them, branding was not really Crossroads Press’s strength.

Indeed, Montgomery himself was well able to see that he had stumbled over a concept that was too big for his little press. He sent the two extant books to Amy Berkower at Writers House and asked her what she thought. Having grown up on Nancy Drew, she was inclined to judge them less on their individual merits than on their prospects as a franchise in the making. A concept this new, she judged, had to have a strong brand of its own in order for children to get used to it. It would take her some time to find a publisher who agreed with her.

In the meantime, Edward Packard, heartened by the relative success of Sugarcane Island, was writing more interactive books. Although their names were destined to be indelibly linked in the annals of pop-culture history, Packard and Montgomery would never really be friends; they would always have a somewhat prickly, contentious relationship with one another. In an early signal of this, Packard chose not to publish more books through Crossroads. Instead he convinced the mid-list Philadelphia-based publisher J.B. Lippincott to take on Deadwood City, a Western, and Third Planet from Altair, a sci-fi tale. These served ironically to confirm Amy Berkower’s belief that there needed to be a concerted push behind the concept as a branded series; released with no fanfare whatsoever, neither sold all that well. Yet Lippincott did do Packard one brilliant service. Above the titles on the covers of the books, it placed the words “Choose your own adventures in the Wild West!” and “Choose your own adventures in outer space!” There was a brand in the offing in those phrases, even if Lippincott didn’t realize it.

For her part, Berkower was now more convinced than ever that this book-by-book approach was the wrong one. There needed to be a lot of these books, quickly, in order for them to take off properly. She made the rounds of the big publishing houses one more time. She finally found the ally she was looking for in Joëlle Delbourgo at Bantam Books. Delbourgo recalls getting “really excited” by the concept: “I said, ‘Amy, this is revolutionary.’ This is pre-computer, remember. The idea of interactive fiction, choosing an ending, was fresh and novel. It tapped into something very fundamental. I remember how I felt when I read the books, and how excited I got, the clarity I had about them.”

Seeing eye to eye on what needed to be done to cement the concept in the minds of the nation’s children, the two women drew up a contract under whose terms Bantam would publish an initial order of no fewer than six books in two slates of three. They would appear under a distinctive series trade dress, with each volume numbered to feed young readers’ collecting instinct. Barbara Marcus, Bantam’s marketing director for children’s books, needed only slightly modify the phrases deployed by J.B. Lippincott to create the perfect, pithy, and as-yet un-trademarked name for the series: Choose Your Own Adventure.

Berkower was acting as the agent of Montgomery alone up to this point. There are conflicting reports as to how and why Packard was brought into the fold. The widow of Ray Montgomery, who died in 2014, told The New Yorker in 2022 that her husband’s innate sense of fair play, plus the need to provide a lot of books quickly, prompted him to voluntarily bring Packard on as an equal partner. Edward Packard told the same magazine that it was Bantam who insisted that he be included, possibly in order to head off potential legal problems in the future.

At any rate, the first three Choose Your Own Adventure paperbacks arrived in bookstores in July of 1979. They were The Cave of Time, a new effort by Packard, written with some assistance from his daughter Andrea, she for whom he had first begun to tell his interactive stories; Montgomery’s journeyman Journey Under the Sea; and By Balloon to the Sahara, which Packard and Montgomery had subcontracted out to Douglas Terman, normally an author of adult military thrillers. Faced with an advertising budget that was almost nonexistent, Barbara Marcus devised an unusual grass-roots marketing strategy: “We did absolutely nothing except give the books away. We gave thousands of books to our salesmen and told them to give five to each bookseller and tell him to give them to the first five kids into his shop.”

The series sold itself, just as Marcus had believed it would. As The New York Times would soon write with a mixture of bemusement and condescension, it proved “contagious as chickenpox.” By September of 1980, around the time that I first discovered The Cave of TimePublishers Weekly could report that Choose Your Own Adventure had become a “bonanza” for Bantam, which had sold more than 1 million copies of the first six volumes, with Packard and Montgomery now contracted to provide many more. A year later, eleven books in all had come out and the total sold was 4 million, with the series accounting for eight of the 25 bestselling children’s books at B. Dalton’s, the nation’s largest bookstore chain. A year after that, 10 million copies had been sold. By decade’s end, the total domestic sales of Choose Your Own Adventure would reach 34 million copies, with possibly that many or more again having been sold internationally after being translated into dozens of languages. The series was approaching its hundredth numbered volume by that point. It was a few years past its commercial peak already, but would continue on for another decade, until 184 volumes in all had come out.

Edward Packard, who turned 50 in 1981, could finally call himself an author rather than a lawyer by trade — and an astonishingly successful author at that, if not one who was likely to be given any awards by the literary elite. He and Ray Montgomery alone wrote about half of the 184 Choose Your Own Adventure installments. Packard’s prose was consistently solid and evocative without ever feeling like he was writing down to his audience, as the extract from The Cave of Time near the beginning of this article will attest; not all authors of children’s books, then or now, would dare to use a word like “phosphorescent.” If Montgomery was generally a less skilled wordsmith than Packard, and one who displayed less interest in producing internally consistent story spaces — weaknesses that I could see even as a young boy — he does deserve a full measure of credit for the pains he took to get the series off the ground in the first place. Looking back on the long struggle to get his brainstorm into print, Packard liked to quote the philosopher Arthur Schopenhauer: “Every original idea is first ridiculed, then vigorously attacked, and finally taken for granted.”

Although Packard at least was always careful to make his protagonists androgynous, it was no secret that Choose Your Own Adventure appealed primarily to boys — which was no bad thing on the whole, given that it was also no secret that reading in general was a harder sell with little boys than it was with little girls. Some educators and child psychologists kvetched about the violence that was undoubtedly one of the sources of the series’s appeal for boys — in just about all of the books, it was disarmingly easy to get yourself flamboyantly and creatively killed  — but Packard was quick to counter that the mayhem was all very stylized, “exaggerated and melodramatic” rather than “harsh or nasty.” “Stupid” choices were presented to you all the time, he noted, but never “cruel” ones: “You as [the] reader never hurt anyone.”

Although Packard always strained to present an “AFGNCAAP” protagonist (“Ageless, Faceless, Gender-Neutral, Culturally Ambiguous Adventure Person”), when the stars of the books were depicted on the covers they were almost always boys. Bantam explained to a disgruntled Packard that it had many years of market research showing that, while little girls were willing to buy books that showed a hero of the opposite gender on the cover, little boys were not similarly open-minded.

One had to be a publishing insider to know that this “boys series” owed its enormous success as much to the packaging and promotional skills of three women — Amy Berkower, Joëlle Delbourgo, and Barbara Marcus — as it did to the literary talents of Packard and Montgomery. Berkower in particular became a superstar within the publishing world in the wake of Choose Your Own Adventure. Incredibly, the latter became only her second most successful children’s franchise, after the girl-focused Sweet Valley High, which could boast of 54 million copies sold domestically by the end of the 1980s; meanwhile The Baby-Sitters Club was coming up fast behind Choose Your Own Adventure, with 27 million copies sold. In short, her books were reaching millions upon millions of children every single month. Small wonder that she was made a full partner at Writers House in 1988; she was moving far more books each month than anyone else there.

Of course, any hit on the scale of Choose Your Own Adventure is bound to be copied. And this hit most certainly was, prolifically and unashamedly. During the middle years of the 1980s, when the format was at its peak, interactive books had whole aisles dedicated to them in bookstores. Which Way?, Decide Your Own AdventurePick-a-PathTwisted Tales… branders did what they could when the best brand was already taken. While Choose Your Own Adventure remained archetypal in its themes and settings, other lines were unabashedly idiosyncratic: anyone up for a Do-It-Yourself Jewish Adventure? Publishers were quick to leverage other properties for which they owned the rights, from Doctor Who to The Lord of the Rings. TSR, the maker of that other school-cafeteria sensation Dungeons & Dragons, introduced an interactive-book line drawn from the game; even this website’s old friend Infocom came out with Zork books, written by the star computer-game implementor Steve Meretzky. Many of these books were content with the Choose Your Own Adventure approach of nothing but chunks of text tied to arbitrarily branching choices, but others grafted rules systems onto the format to effectively become solo role-playing games packaged as paperback books, with character creation and advancement, a dice-driven combat system, etc. The most successful of these lines was Fighting Fantasy, a name that is today almost as well-remembered as Choose Your Own Adventure itself in some quarters.

The gamebook boom was big and real, but relatively short-lived. By 1987, the decline had begun, for both Choose Your Own Adventure and all of the copycats and expansions upon its formula that it had spawned. Although a few of the most lucrative series, like Fighting Fantasy, would join the ur-property of the genre in surviving well into the 1990s, the majority were already starting to shrivel and fall away like apples in November. Demian Katz, the Internet’s foremost archivist of gamebooks, notes that this pattern has tended to hold true “in every country” where they make an appearance: “A few come out, they become explosively popular, a flood of knock-offs are released, they reach critical mass and then drop off into nothing.” It isn’t hard to spot the reason why in the context of 1980s North America. Computers were becoming steadily more commonplace — computers that were capable of bringing vastly more flexible forms of interactive storytelling to American children, via games that didn’t require one to read the same passages of text over and over again or to toss dice and keep track of a list of statistics on paper. The same pattern would be repeated elsewhere, such as in the former Soviet countries, most of which experienced their own gamebook boom and bust during the 1990s. It seems that the arrival of the commercial mass-market publishing infrastructure that makes gamebooks go is generally followed in short order by the arrival of affordable digital technology for the home, which stops them cold.

In the United States, Bantam Books tried throughout the 1990s to make Choose Your Own Adventure feel relevant to the children of that decade, introducing a more photo-realistic art style to accompany edgier, more traditionally novelistic plots. None of it worked. In 1999, after a good twelve years of slowly but steadily declining sales, Bantam finally pulled the plug on the series. Choose Your Own Adventure became just another nostalgic relic of the day-glo decade, to be placed on the shelf next to Michael Jackson’s Thriller, a Jane Fonda workout video, and that old Dungeons & Dragons Basic Set.

Appropriately enough, the very last Choose Your Own Adventure book was written by Edward  and Andrea Packard, the latter being the grown-up version of one of the little girls to whom he had once told interactive bedtime stories.

As of this writing, Choose Your Own Adventure is still around in a way, but the only real raison d’être it has left is nostalgia. In 2003, Ray Montgomery saw that Bantam Books had let the trademark for the series lapse, and formed his own company called Chooseco to try to revive it, mostly by republishing the old books that he had written himself. He met with mixed results at best. Since Montgomery’s death in 2014, Chooseco has continued to be operated by his family, who have used it increasingly as an instrument of litigation. In 2020, for example, Netflix agreed to settle for an undisclosed sum a lawsuit over “Bandersnatch,” a bold interactive episode of the critically lauded streaming series Black Mirror whose script unwisely mentioned the book series from which it drew inspiration.

A worthier successor on the whole is Choice Of Games, a name whose similarity to Choose Your Own Adventure can hardly be coincidental. Born out of a revival of the old menu-driven computer game Alter Ego, Choice Of has released dozens of digital branching stories over the past fifteen years. In being more adventurous than literary and basing themselves around broad, archetypal ideas — Choice of the Dragon, Choice of Broadsides, Choice of the Vampire — these games, which can run on just about any digital device capable of putting words on a screen, have done a fine job of carrying the spirit of Choose Your Own Adventure forward into this century. That said, there is one noteworthy difference: they are aimed at post-pubescent teens and adults — perhaps ones with fond memories of Choose Your Own Adventure — instead of children. “Play as male, female, or nonbinary; cis or trans; gay, straight, or bisexual; asexual and/or aromantic; allosexual and/or alloromantic; monogamous or polyamorous!” (Boring middle-aged married guy that I am, I must confess that I have no idea what three of those words even mean.)

Edward Packard, the father of it all, is still with us at age 94, still blogging from time to time, still a little bemused at how he became one of the most successful working authors in the United States during the 1980s. In a plot twist almost as improbable as some of his stranger Choose Your Own Adventure endings, his grandson is David Corenswet, the latest actor to play Superman on the silver screen. Never a computer gamer, Packard would doubtless be baffled by most of what is featured on this website. And yet I owe him an immense debt of gratitude, for giving me my first glimpse of the potential of interactive storytelling, thus igniting a lifelong obsession. I suspect that more than one of you out there might be able to say the same.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: Publishers Weekly of February 29 1980, September 26 1980, October 8 1982, July 25 1986, August 12 1988, December 1 1989, July 6 1990, February 23 1998; New York Times of August 25 1981; Beaver County Times of March 30 1986; New Yorker of September 19 2022; Journal of American Studies of May 2021.

Online sources include “A Brief History of Choose Your Own Adventure by Jake Rossen at Mental Floss, Choose Your Own Adventure: How The Cave of Time Taught Us to Love Interactive Entertainment” by Grady Hendrix at Slate, “The Surprising Long History of Choose Your Own Adventure Stories” by Jackie Mansky at the Smithsonian’s website, and “Meet the 91-Year-Old Mastermind Behind Choose Your Own Adventure by Seth Abramovitch at The Hollywood Reporter. Plus Edward Packard’s personal site. And Damian Katz’s exhaustive gamebook site is essential to anyone interested in these subjects; all of the book covers shown in this article were taken from his site.

Footnotes

Footnotes
1 A truly incredible figure of 250 million copies sold is frequently cited for the original Choose Your Own Adventure series today, apparently on the basis of a statement released in January of 2007 by Choosco, a company which has repeatedly attempted to reboot the series in the post-millennial era. Based upon the running tally of sales which appeared in Publishers Weekly during the books’ 1980s heyday, I struggle to see how this figure can be correct. That journal of record reported 34 million Choose Your Own Adventure books sold in North America as of December 1, 1989. By that time, the series’s best years as a commercial proposition were already behind it. Even when factoring in international sales, which were definitely considerable, it is difficult to see how the total figure could have exceeded 100 million books sold at the outside. Having said that, however, the fact remains that the series sold an awful lot of books by any standard.

Wade's Important Astrolab

IFComp 2025 review: my creation by dino

my creation by dino is a short (10 minutes) parser game (the IFComp website incorrectly said it was Twine but I have emailed them about this) in which the PC is a dad stuck in bed in a rickety house with his crying baby. You would never guess this from the cover art, a design which will only resonate if you complete the game.♦Endlessly crying babies raise human hackles at a primordial level, so the

my creation by dino is a short (10 minutes) parser game (the IFComp website incorrectly said it was Twine but I have emailed them about this) in which the PC is a dad stuck in bed in a rickety house with his crying baby. You would never guess this from the cover art, a design which will only resonate if you complete the game.


Endlessly crying babies raise human hackles at a primordial level, so the game's temporal depiction of that common experience of shuffling around a room one can't leave while the crying can't be stopped is likely to knife (or knife anew) anyone who tries it, in spite of major implementation gaps. It's clear my creation hasn't had a testing round or received any technical advice, but I commend the author for bringing a story like this to the parser format on their own. Other gains can come in future.

It's important to say there's ultimately more to the game than the screaming baby. If that had been the whole thing, it would be an uninviting ask of players to say the least. It's tough as is. But there is more. I will discuss the more with complete spoilering in the remainder of the review.

The PC's in the bed and the baby's in a nearby basket, crying. Where the geography of the parser model really works for this game is making the bed into the PC's world. For reasons not made clear until the end, the prose indicates the PC is in physical pain and inhibited in movement, so each NORTH, SOUTH etc. drags them, with effort, to another section of the bed. The efforts are described. On the one hand, the idea of thinking about compass directions while moving around a bed is absurd. Obviously we're not meant to be thinking about them, they're just the stock method of movement in a parser game. For a new author to program up some replacement terminology would be a big ask, so in this case, it shows dino working with the strengths of the format, but also the need to bend the format's stock trappings to the game. In prose, it's also effective for the bed world that the game's opening paragraph is written in the third person (the rest of the game is in typical parser second person) offering a bird's eye view of the situation:

"He is lying in his bed, in his bedroom, in his own crooked little house with small windows, single glass, overlooking other crooked houses;"

The cut from this intro text into the "middle of the bed" location, the change of scale and pronoun and person, all act together like a magnifying glass zooming in on the PC's situation, where suddenly one bed seems giant.

The geography of the bed isn't respected in the programming, though. There's a constant mismatch between what's described, what can be acted on, where things are. This doesn't block progress – the game is too small for that – but it does interrupt the spell of the fiction and so reduce its power. One inadvertent side-effect was that I was chuckling at my gauche handling of such props as the baby or the basket, but at the same time I experienced a kind of remote terror in handling them. Like, god, I hope the game won't let me DROP the baby in any bad way.

I was surprised when, having found a copy of the novel Frankenstein near the bed, I typed READ BOOK and was suddenly hit with an almost 700-word excerpt. This moment broke the dirge of the baby situation and made me re-engage afresh. I also admit that my kneejerk reaction to the idea of reading Frankenstein to a baby was laughter, but I remembered a second later, of course you can read anything to a baby with a chance of soothing the baby. Reading Frankenstein to this baby is the "winning move". It leads to another text block, this one almost 800 words, in which the dad monologues to the restful baby.

The monologue drops the details of the story into place. It's not a twist, but narratively it has some of the functions of a twist of a short story. The dad's in pain in bed because he's had gender-changing surgery, but before that he gave birth to the child. The monologue muses on their possible future and their future relationship. It's certainly a breather after the oppression of game-long crying, and the dewy-eyed intimacy of the moment feels real. In the context of what's come before, which gave away little, and only a little bit at a time, 800 words straight up  inevitably feels expositional. That's how I/we typically respond to story structures and lengths after we've encountered enough of them. But the monologue doesn't feel expositional in a "nobody would say all this" kind of way, and I think that's more important. It reads authentic and illuminates the sketched character of the dad. The value of Frankenstein is now also apparent, its tale of human creation and unusual birth and an outsider human in an unusual body resonant with the PC's experiences.

I valued my creation more after playing it and after thinking about it than during the playing, at which time the implementation was kicking the atmosphere every few moves. Even implementation can't stop a baby crying baby, though.

Thursday, 04. September 2025

Zarf Updates

Spotting X marks the spot

Here's a bit of trivia from the Infocom source code collection. All modern parser-IF tools let you type X as an abbreviation for EXAMINE. It's such a familiar shortcut that we forget that most Infocom games didn't work that way. Back when we ...

Here's a bit of trivia from the Infocom source code collection.

All modern parser-IF tools let you type X as an abbreviation for EXAMINE. It's such a familiar shortcut that we forget that most Infocom games didn't work that way.

Back when we played Zork, you had to type out EXAMINE:

>x mailbox I don't know the word "x".

>examine mailbox The small mailbox is closed.

Although L was a supported abbreviation for LOOK, so you could save a couple of keystrokes in a goofy way:

>l at mailbox The small mailbox is closed.

This came up in a forum thread. When did Infocom adopt the X abbreviation? Hey, I keep the source code collection handy for just these questions. Regex search!

Turns out the following games support X:

  • The very late-period games: Beyond Zork, Border Zone, Bureaucracy, Lurking Horror, Moonmist, Nord and Bert, Plundered Hearts, Sherlock
  • The graphical games: Arthur, Zork Zero, Shogun
  • The "Solid Gold" releases of Hitchhiker, Leather Goddesses, Planetfall, and Wishbringer (the re-releases with built-in hints)
  • A couple of the "Infocom Samplers" (several game demos packed into a single playable file)
  • The in-development games that were dropped when Infocom shut down: The Abyss, Restaurant at the End of the Universe

From this we observe that 1987 was the year that Infocom adopted the X. Leather Goddesses and Stationfall did not pick it up, but Bureaucracy, Lurking Horror, and all later games did. (Except for Journey, which was not a parser game.)

The "Solid Gold" re-releases also started in 1987, so it's not surprising that they got the X as well. Except, interestingly, for Zork 1! The SG release of that is dated Nov 1987, but no X. I don't have a guess why not.

As the forum thread notes, some modern Z-code interpreters provide X support for all games, by sneakily modifying your input. This is a bit tricky. You can imagine a game where you have to say COMPUTER, X is 135. You wouldn't want the interpreter to mess that up. Or you might be playing a German game where the verb to substitute is UNTERSUCHE! Or something. Tread carefully, anyhow.


For reference, my file search:

% ack -l 'SYNONYM.* X[ >]' | sort

We're looking for lines that look something like:

<VERB-SYNONYM EXAMINE X>
<SYNONYM EXAMINE X INSPECT DESCRIBE STUDY OBSERVE SEE SCOUR>
<VERB-SYNONYM EXAMINE X INSPECT DESCRIBE CHECK STUDY SURVEY SEE TRACE>

(Different games have different sets of synonyms. Which could be an interesting post on its own...)

The output of the above command:

abyss-r1/syntax.zil
arthur-r41/syntax.zil
arthur-r74/syntax.zil
arthur-rmid1/syntax.zil
arthur-rmid2/syntax.zil
beyondzork-r50/syntax.zil
beyondzork-r57/syntax.zil
beyondzork-r60/syntax.zil
borderzone-r9/syntax.zabstr
borderzone-r9/syntax.zil
borderzone-rlater/syntax.zil
bureaucracy-r160/syntax.zil
hitchhiker-invclues-r31/syntax.zil
leathergoddesses-invclues-r4/syntax.zil
lurkinghorror-r203/syntax.zil
lurkinghorror-r221/syntax.zil
moonmist-r13/syntax.zil
moonmist-r9/syntax.zil
nordandbert-r19/syntax.zil
nordandbert-r20/syntax.zil
planetfall-invclues-r10/syntax.zil
plunderedhearts-r26/syntax.zil
plunderedhearts-rlater/syntax.zil
restaurant-r15/syntax.zil
restaurant-r184/syntax.zil
sampler-clean-r8/syntax.zil
sampler-r97/syntax.zil
sherlock-nosound-r26/syntax.zil
sherlock-r26/syntax.zil
sherlock-sound-r26/syntax.zil
sherlock-ss-rearlier/syntax.zil
shogun-r322/syntax.zil
shogun-rearlier/syntax.zil
wishbringer-invclues-r23/syntax.zil
zork0-r242/syntax.zil
zork0-r286/syntax.zil
zork0-r296/syntax.zil
zork0-r393/syntax.zil

I'm omitting intermediate (non-source) files, and also generic/x-syntax.zil, which was a sample-code template rather than a full game.


Choice of Games LLC

Meteoric—Sing in a metal band with a possessed mic!

Hosted Games has a new game for you to play! You get fired from your job. Then your car breaks down. On the walk home, you nearly get hit by a meteor. You discover a spirit possessing a skull shaped microphone inside. He wants to make you a rich, famous metal musician. Meteoric is 40% off for a week starting today! Meteoric is a chilling 125,000 word interactive horror novel by Samwise Harry Young,
Meteoric

Hosted Games has a new game for you to play!

You get fired from your job. Then your car breaks down. On the walk home, you nearly get hit by a meteor. You discover a spirit possessing a skull shaped microphone inside. He wants to make you a rich, famous metal musician.

Meteoric is 40% off for a week starting today!

Meteoric is a chilling 125,000 word interactive horror novel by Samwise Harry Young, where your choices control the story. It’s text-based, with occasional visual art, and fueled by the vast, unstoppable power of your imagination. 

Mysterious magic quickly proves effective in gaining fame and fortune in the death metal music industry, but you soon discover that you must pay a tribute of blood. And when your meteoric rise inevitably creates a rival with a violent vendetta, are you prepared to face the consequences? 

  • Play as male, female, or nonbinary; romance men, women, both, or no one at all.  
  • Romance a charismatic bassist, a tough guitarist, a thoughtful guitarist, or a mysterious drummer. 
  • Reap all the benefits the influence of a magical microphone can conjure, and suffer the consequences, or try to resist the temptation. 
  • Read approximately 45k words per playthrough!

What and who will you sacrifice to achieve fame, fortune, love, and revenge? 

Sam 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.