Style | StandardCards

Planet Interactive Fiction

Friday, 14. March 2025

Renga in Blue

Crystal Caverns: Samson-Like Effort

This continues from my previous post. I’ve revealed enough of the map that it is time for an update. Last time I left off on entering the mansion depicted on the title screen. Unlike, say, Windmere Estate, there’s not many rooms at the house itself; the underground is where most of the rooms are. The […]

This continues from my previous post.

From the Museum of Computer Adventure games.

I’ve revealed enough of the map that it is time for an update. Last time I left off on entering the mansion depicted on the title screen.

Unlike, say, Windmere Estate, there’s not many rooms at the house itself; the underground is where most of the rooms are. The game also seems to keep up a fairly high room-to-important-object number, and I have to add the “seems to” because there’s details in the room description that the parser technically recognizes. That doesn’t mean anything will happen with them, though!

Just to illustrate the inherent issue, here’s me attempting to get something to happen in the hallway with stairs and a statue:

On the map I marked a chandelier in a drawing room just because it was the only item in the room of importance, and in the parlor I zeroed in on the picture (GET PICTURE: “I CAN’T REACH IT”) but I’m just guessing here. This is the inherent problem with having a game where manipulatable objects fall in the room description; because the parser isn’t going to handle any of the “non-working” objects with more than default messages the amount of effort it takes to find a secret gets multiplied.

Also, there’s a burger in the abandoned kitchen full of cobwebs. It is safe to eat (“THANK YOU! IT WAS DELICIOUS!”) although it might need to be used on an obstacle.

Upstairs there’s a “small bedroom” (SLEEP BED: “I HOPE YOU’RE RESTED NOW!”) and a study with a ladder that can be climbed.

The ladder leads to a trap door with rusted hinges; the oil can from out in the shed can be used to OIL HINGES and go inside.

The cupola is where the treasures go. Once again we have a scenario with a “Treasure Hunt” where it feels more like the player is redecorating rather than scarfing for profit. (The type-in Spelunker from 1979 remains the only case I’ve come across that does actual currency conversion even though treasure gets hawked in CRPGs all the time.)

In order to get underground you need to visit that suspicious stump outside I mentioned last time, but first, an attempt at using the parachute, back at that elaborately-described chasm.

I don’t know if we’re intended to fix the parachute — no verbs I tried had any effect — or if this is all a big red herring. (Or, alternately, there’s a place later where the parachute will open properly.) While I’m at it, here’s the verb list as I have it so far:

DIG, CLIMB, READ, BREAK, OPEN, DRINK, EAT, LIGHT, UNLOCK, LOCK, SIT, FEED, JUMP, PRESS, PUT, PUSH, PULL, TURN, ROTATE, MOVE, SLEEP, CLOSE, EXAMINE, LEAVE, KICK, KNOCK, STAND, PLAY, ENTER, PICK, LIFT, EMPTY, MELT, PRY

Noteworthy, KICK but no other method of hitting things (no SMASH or KILL or ATTACK), both SIT and STAND, LIFT (which is often its own isolated thing to find secrets), and MELT. None of these suggest repairing a parachute even with the right items.

Back in the forest there was a stump that didn’t react to any of my commands, but I hadn’t tried it on the shovel yet. DIG does not work on its own; it needs a target. It also isn’t a single-use item because I’ve already used it twice more, so I’m now keeping constant lookout for sandy and/or unstable ground.

The underground is designed along the lines of long tunnels rather than dense interconnections. Starting from the bottom of a long hole, headed north there is an intersection, and essentially three different routes:

a.) east past some GOLD TOOTHPICKS to a Quarry. The quarry has a pickaxe (which I haven’t put to use yet) and a large boulder, but it is possible to push the boulder out of the way…

…revealing another room with treasure (a small chamber with a necklace) which appears to be a dead-end.

b.) down to a place with many passages where you are invited to “choose at random”; this does the Crowther/Woods trick of sometimes having an exit loop you back to the room you’re in rather than a secondary destination.

From here, one side passage just leads to a “cubbyhole” with a rare painting, but three others are or seem to relate to puzzles.

To the northwest, there is a compass on the floor. With it in hand, you see it start spinning as you get closer to an electric generator and a computer. The HARD DRIVE found outdoors is suggestive but I haven’t been able to find any verbs that use the two together.

To the southwest, there’s a furnace with a red dial. I have not found any way of interacting with the dial.

To the west, there’s a venus flytrap. Not much to say here; I probably need to feed it.

Backtracking to the junction near the start, going north isn’t a full-fledged route because of some quicksand in the way. I might that counts as a puzzle but there’s a room later that might just be the other side. I’ll still keep it in mind if any obvious traversal methods arise.

c.) Going west from the starting junction first passes through a “frozen ice” room with a giant icicle (I’m guessing MELT comes into player there followed by a “jade ring” and a long hall of ugly art.

Is this purely for atmosphere? I have found no way to refer to the body of the artist.

Heading farther in, there’s a bearskin rug in a “fur trapper” room, and two curious rooms dedicated to a “music student”.

The piano can be played (“IT IS VERY OUT OF TUNE”) but I haven’t otherwise been able to interact with either room past picking up the platinum record (a treasure). The iron panel to the northwest is particularly curious as it seems like it ought to be hiding another exit but again none of my verbs have been much use. Out of anywhere I’ve seen so far here I’d expect it to be a magical effect (playing some sort of instrument? … but not the piano, which can’t be moved).

Also near this route is a “white sand” room which can be dug into using the shovel, revealing a magazine. The magazine’s description is esoteric enough I think it might be intended to mirror the magazine in Crowther/Woods (which was intended for use with the “last lousy point”).

Moving on to the last area I’ve explored:

The most memorable room here (for me, in terms of description) is of a dead explorer in a corner with a crowbar. I have yet to find a use for the crowbar although PRY is a verb.

This is followed by a mostly linear sequence of rooms, although off one branch is a “wall of lava” which may or may not be traversable, and there’s two more fissures where you can jump to your death if you feel so inclined.

Following all the way down there’s a dead end and a pit. You can dig into the pit and find a tusk, which counts as another treasure.

I think this is the end of the line here.

That was a big chunk, so to summarize:

I have, gathering from above and below-ground, a CAN OF OIL, RUSTY SHOVEL, BRASS LAMP, HARD DISK, RUSTED PLIERS, SMALL PARACHUTE, SMALL METAL CROWBAR, and COMPASS. I now have a variety of treasures (including some GOLD DOUBLOONS in a CHEST I neglected to mention) and none seem like the sort of item to be used a puzzle; I should still test them for magical effects. (However, there’s no WAVE or other verb that would naturally seem to apply! Maybe everything is “realistic” barring the giant Venus flytrap.) As far as obstacles or at least rooms of interest go, there’s the just-mentioned Venus flytrap, the computer with generator, the furnace, a weirdly decorated corridor, some quicksand, a cold room with an icicle, and a couple places that can be jumped into (currently resulting in doom, but I need to test the parachute out more). I also should do another pass on the mansion as surely something like the picture will shake loose a secret.

The game’s manual implies this is a game about finding hidden things, perhaps more than overcoming outright blatant obstacles.

CRYSTAL CAVERNS is subtle, complex, and devious. Imagination and persistence are your most valuable tools. Pick up anything that looks vaguely useful. Move, dig under or open anything that appears suspicious…or rattles.


Post Position

The OUTPUT Anthology is Out!

I’m delighted that after more than four years of work by Lillian-Yvonne Bertram and myself — we’re co-editors of this book — the MIT Press and Counterpath have jointly published Output: An Anthology of Computer-Generated Text, 1953–2023 Book launch events are posted here and will be updated as new ones are scheduled! This anthology spans … Continue reading "The OUTPUT Anthology is Out!"

I’m delighted that after more than four years of work by Lillian-Yvonne Bertram and myself — we’re co-editors of this book — the MIT Press and Counterpath have jointly published

Output: An Anthology of Computer-Generated Text, 1953–2023

Book launch events are posted here and will be updated as new ones are scheduled!

This anthology spans seven decades of computer-generated text, beginning before the term “artificial intelligence” was even coined. While not restricted to poetry, fiction, and other creative projects, it reveals the rich work that has been done by artists, poets, and other sorts of writers who have taken computing and code into their own hands. The anthology includes examples of powerful and principled rhetorical generation along with story generation systems based on cognitive research. There are examples of “real news” generation that has already been informing us — along with hoaxes and humor.

Page spread from OUTPUT with Everest Pipkin’s i’ve never picked a protected flower

Page spread from OUTPUT with Talan Memmott’s Self Portrait(s) [as Other(s)]

Page spread from OUTPUT with thricedotted’s The Seeker

It’s all contextualized by brief introductions to each excerpt, longer introductions to each fine-grained genre of text generation, and an overall introduction that Lillian-Yvonne and I wrote. There are 200 selections in the 500-page book, which we hope will be a valuable sourcebook for academics and students — but also a way for general readers to learn about innovations in computing and writing.

You can buy Output now from several sources. I suggest your favorite independent bookseller! If you’re in the Boston area, stop by the MIT Press Bookstore which as of this writing, has 21 on hand as of actually publishing this post, has 14 copies!

Upcoming Book Launches, Talks, and Events

March 17 (Monday) Montréal book launch with Erin Mouré, Darren Wershler, Bill Kennedy, and Sofian Audry. Free & open to the public. Book sales thanks to Argo Bookshop. Concordia University, 1515, Saint-Catherine St. W, EV 11.705, 4pm-6pm.

March 25 (Tuesday) New School book launch for both Output and All the Way for the Win. CaLC (Code at Lang Colloquium) series. Free & open to the public, registration required. Hirshon Suite, 55 W 13th St, Floor 2, 5-6:30pm.

March 29 (Saturday) AWP (Association of Writers & Writing Programs) Conference, on the panel “Making a Literary Future with Artificial Intelligence,” Concourse Hall 151, 1:45pm–3pm.

April 5 (Saturday) Both co-editors on a panel about the anthology at Baltimore’s CityLit Festival, Lord Baltimore Hotel, Hanover Suite A Mezzanine, 11:30am-12:30pm.

Previous Events

November 11 (Monday): Both editors spoke at the University of Virginia 5 Bryan Hall, Faculty Lounge, Floor 2. Free & open to the public. 5pm.

November 20 (Wednesday): Online book launch for Output, hosted by the University of Maryland. Both editors in conversation with Matt Kirschenbaum. Free, register on Zoom. 12noon Eastern Time.

November 21 (Thursday) Book launch at WordHack with me, David Gissen, Sasha Stiles, Andrew Yoon, and open mic presenters. Wonderville, 1186 Broadway, Brooklyn, 7pm. $15. Book sales.

December 6 (Friday) Output will be available for sale and I’ll be at the Bad Quarto / Nick Montfort table at Center for Book Arts Winter Market, 28 W 27th St Floor 3, 4pm–8pm.

December 9 (Monday) Book launch at Book Club Bar with the editors, Charles Bernstein, Robin Hill, Stephanie Strickland, and Leonard Richardson. 197 E 3rd St (at Ave B), New York City’s East Village. Free, RSVP required. 8pm. Book sales thanks to Book Club.

December 13 (Friday) European book launch with the editors, Scott Rettberg, and Tegan Pyke. University of Bergen’s Center for Digital Narrative, Langesgaten 1-2, 3:30pm. Free & open to the public, book sales thanks to Akedemika. This event was streamed & recorded and is available to view on YouTube.

January 13 (Monday) “The Output Anthology at Computer-Generated Text’s Cultural Crux”, a talk of mine at the UCSC Computational Media Colloquium, Engineering 2 Room 280, 12:30pm–1:30pm. Free & open to the public.

January 20 (Monday) Toronto book launch with me, Matt Nish-Lapidus, & Kavi Duvvoori, at the University of Toronto’s Centre for Culture & Technology (previously Marshall McLuhan’s seminar room), 6pm–7:30pm.

February 24 (Monday) Carnegie Mellon University workshop “Ars Combinatoria: A Generative Poetics” with the editors, CFA 215, 2pm–4pm. Registration required, limited to 15.

February 24 (Monday) Carnegie Mellon University book launch with the editors, CFA, STUDIO for Creative Inquiry (CFA 111), 5:30pm–7pm. Free & open to the public, please RSVP.

March 11 (Tuesday) Massachusetts Institute of Technology book launch with the editors, MIT’s Room 32-155, 5pm-6:30pm. Free & open to the public. Book sales thanks to the MIT Press Bookstore.

Thursday, 13. March 2025

Choice of Games LLC

All of our games are 25% off or more in Steam’s Spring Sale

The Steam Spring Sale is here, and you can find all of our games discounted until March 20th, including the Nebula finalist games!
Steam Spring Sale

The Steam Spring Sale is here, and you can find all of our games discounted until March 20th, including the Nebula finalist games!


“The Ghost and the Golem” and “Restore, Reflect, Retry” are Finalists for Best Game Writing in the 60th Annual Nebula Awards

We are thrilled to announce that The Ghost and the Golem, by Benjamin Rosenbaum, and Restore, Reflect, Retry by Natalia Theodoridou are finalists for Best Game Writing in the 60th Annual Nebula Awards, and both games are on sale for 40% off until March 20th! The Ghost and the Golem is a 450,000 word historical fantasy novel by Benjamin Rosenbaum. Can your magic amulet save your Jewish village from

We are thrilled to announce that The Ghost and the Golem, by Benjamin Rosenbaum, and Restore, Reflect, Retry by Natalia Theodoridou are finalists for Best Game Writing in the 60th Annual Nebula Awards, and both games are on sale for 40% off until March 20th!

The Ghost and the Golem is a 450,000 word historical fantasy novel by Benjamin Rosenbaum. Can your magic amulet save your Jewish village from destruction? Uncover the truth and forge alliances with soldiers, bandits, anarchists, and demons!

Restore, Reflect, Retry is a 90,000 word interactive horror novel by Natalia Theodoridou. You’ve played this game before. It’s a haunted game about a haunted game. You may not remember, but the game remembers you. I remember you.

To celebrate, we are also putting every previous Nebula Finalist game on sale:

The Bread Must Rise
Vampire: The Masquerade—Sins of the Sires
The Luminous Underground
The Road to Canterbury
The Magician’s Workshop
Rent-A-Vice
The Martian Job

Check out our Nebula Finalists bundle on Steam for an even bigger discount!

This is the seventh year that there has been a Nebula award for game writing—and the sixth year that Choice of Games authors have been finalists. Past Choice of Games Nebula finalists are: James Beamon and Stewart C. Baker for The Bread Must Rise, Natalia Theodoridou for Vampire: The Masquerade—Sins of the Sires and Rent-A-Vice, Phoebe Barton for The Luminous Underground, Kate Heartfield for The Road to Canterbury and The Magician’s Workshop, and M. Darusha Wehm for The Martian Job.

We also want to congratulate Choice of Games authors Stewart C. Baker, Phoebe Barton, James Beamon, Kate Heartfield, Naca Rat, Natalia Theodoridou, and M. Darusha Wehm for being finalists this year for their writing on the game A Death in Hyperspace.

Since 1965, the Nebula Awards have been given annually to the best works of science fiction and fantasy published that year, as voted on by the members of the Science Fiction and Fantasy Writers of America (SFWA). The 60th Annual Nebula Awards ceremony will be streamed live during the 2025 Nebula Conference, June 7, 2025. Stay tuned for more!

Wednesday, 12. March 2025

Renga in Blue

Crystal Caverns (1982)

Daniel Kitchen published two adventure games in 1982 through Hayden Books. One of them, Crime Stopper (written with Barry Marx), I’ve already covered here. While I’ve discussed Hayden before, I haven’t really talked about Dan Kitchen himself. To do things properly I should discuss the whole trio of Kitchen brothers: Steve, Garry, and Dan. So […]

Daniel Kitchen published two adventure games in 1982 through Hayden Books. One of them, Crime Stopper (written with Barry Marx), I’ve already covered here. While I’ve discussed Hayden before, I haven’t really talked about Dan Kitchen himself. To do things properly I should discuss the whole trio of Kitchen brothers: Steve, Garry, and Dan. So before we start looking for caverns, let’s go back to the late 60s–

The Kitchen brothers lived in New Jersey with a father who loved electronics; enough supplies were lying around that Steve (the oldest) built a home-made computer from parts in the basement. Steve went on to work for Wickstead Design, an electronics design firm; Garry (the next oldest) followed. Garry had inclination more as an artist and

I had no engineering experience so I joined the company as low man on the totem pole, getting lunch for people, running errands and learning how to solder and build electronic prototypes.

He started attending college the same time with a major in art, but became engrossed enough in the electronics side he switched to electronics engineering in his sophomore year.

Wickstead as a company became interested in electronic games in 1977 due to the release of the mega-hit Mattel Football.

Via eBay, $1499.99 or Best Offer.

Wickstead bid on — and won — a project from Parker Brothers to develop the product Wildfire, an electronic pinball game. Wildfire was originally invented by Bob and Holly Doyle using a microcomputer but the Wickstead’s commission was to turn it into an inexpensive toy going for $7. While the Wickstead had software expertise they didn’t have hardware, so they hired a contractor for the code:

The engineers started working on the hardware while the software consultant (who had a full-time job) wrote code on paper by hand, dropping it off at our office in the evening. My task was to type his code into the microprocessor development system. As the deadline approached, we still did not have running software, though the contractor assured us that the program was almost complete. Finally, he came to our office one night announcing that he had the last hand-written sheets, which he gave them to me to type in the system. We programmed a chip with the program, plugged it into our circuit board and nothing happened. No lights, no sound, no flippers, no ball. He pronounced that he knew what was wrong (Eureka!), changed a few lines of code, and we tried again. Still nothing. This went on for hours and hours and then days and days and we began to wonder if this guy had any idea how to write software.

Garry ended up having to step in and learn how to code and Wildfire managed to be finished on schedule.

Dan followed his brothers to the company in 1979, and was also there while Garry designed his next product (Bank Shot), an electronic pool game which seemed like the next logical step after pinball.

Around this time the oldest brother (Steve) left for California, and Garry obtained an interest in the Atari 2600. He reverse-engineered the system, and using an Apple II, made the game Space Jockey as a test in 1980. (This game was eventually published in 1982, but that’s ahead of our story.)

A few months later, in the basement of Garry’s home, Dan and Garry founded a company: Imaginative Systems Software. They wanted to focus on the Apple II, but their first paying job (through Hayden) was a port of Reversal (an Othello clone) to the Atari 400. This led to a more lucrative contract after for six Apple II games, which ended up being Crystal Caverns, Crime Stopper, Laser Bounce, Bellhop, Shuttle Intercept and Kamikaze.

Dan had gotten an Apple II the same year he joined Wickstead (1979) and was able to help crank out the games in assembly language. He was a “big fan of Microsoft Adventure and all of Scott Adams’ games”, hence the text adventures. Crystal Caverns earned him $6000, and one of Garry’s friends (Barry Marx) came up with the concept and story for the follow-up game, Crime Stopper.

Crystal Caverns is more of a classical Crowther/Woods style romp. That’s not necessarily a bad thing; while the originality of Crime Stopper was refreshing, the complex series of events ended up breaking and not only was I unable to finish the game, the walkthrough I was using (via The Book of Adventure Games) only was able to trigger the ending on two out of six tries. A classical Treasure Hunt (find the valuable objects, drop them in the right room) is less likely to break.

CRYSTAL CAVERNS is an adventure game for the sleuth with an appetite for mystery, danger and buried treasure. Somewhere buried in a deserted old mansion lie treasures of priceless value. But to find them you must embark on a perilous journey riddled with pitfalls, dead ends, and deadly surprises.

In order to complete the adventure you must seek out the treasures hidden throughout the mansion and caverns below and stash them in just the right spot in the mansion.

While the Kitchen original was for Apple II a port was eventually made for Commodore 64. I am sticking with the original.

While the very original Apple II had only a very tiny amount of memory (4k) it tended to be expanded to 48k, that is, 3 times the capacity of a TRS-80. So while Dan Kitchen liked both Scott Adams and Adventure, the capabilities of the Apple meant he didn’t have to stick with super-minimalism, and in fact the start of the game has a bunch of rooms just for scenery which revels in long descriptions.

For example, heading straight north from the starting point leads to a vivid room description which could represent a hint of sorts but mostly is an opportunity to drop some long prose along the lines of the volcano room in Adventure.

It’s a nice contrast after playing a VIC-20 game! The starting outdoors map is the sort where the author is loathe to have some exits get blocked off (because why would they be blocked off outdoors?) but the general effect is a lot of confusing one-way exits:

I’m keeping my map with these in case the exits become important later (for optimizing moves, maybe) but here’s a simplified version:

The only important parts (so far) are a room with a “hard disk”, a parachute in a room with a message…

…and a path ending at an “odd shaped key”.

The stump in the screenshot looks like it might be important, but it has rebuffed my attempts to interact with it.

The key can then be taken to the front gate to unlock in, revealing the inner area by the mansion.

Most of this seems to be just meant to build atmosphere. In the environs you can scoop up a busted pair of pliers, as well as a can of oil and shovel from a shed.

The boarded up back door has a carving; I don’t know if it is intended to be busted through later (if so, probably from the other side).

The hint indicates you can knock at the front door.

From here the map gets fairly expansive so this is a good place to pause until I’ve got the lay of the land. Despite bog-standard gameplay I’m enjoying myself a little more than Crime Stoppers so far; I’m not being paranoid about a time limit or softlocking my game early and there’s no need to wait for a subway to pass. It’s less of a “regular story” but pure exploration still can hold my interest in games that put effort into their atmosphere.


Not Dead Hugo

Lesser-cited Hugo File Limits

 When it comes to limits in Hugo, authors are most familiar with the static limits that can be viewed or modifiable ones that can be set at compilation time.  If a game needs more arrays or routines than the system default, great, we change a value and we're good to go.There are other limits in Hugo to be aware of, though, as discovered by Robb Sherwin.  More than a year ago, he noti

 When it comes to limits in Hugo, authors are most familiar with the static limits that can be viewed or modifiable ones that can be set at compilation time.  If a game needs more arrays or routines than the system default, great, we change a value and we're good to go.

There are other limits in Hugo to be aware of, though, as discovered by Robb Sherwin.  More than a year ago, he noticed that some rooms defined late in the code in his WIP were not accessible.  I had a chance to use the Hugo Debugger on it and could see how, for no discernible reason, the code execution would just go off the rails once it reached the applicable object.  Changing the order of file inclusion made this object accessible while presumably breaking something else.

We figured at the time that some limit (besides the ones already mentioned) was being overwritten, resulting in a pocket of a corrupted code.  We couldn't deduce which limit we were running into, though.   It was time to consult either Kent Tessman himself or someone else well-versed with the Hugo file format.   We try to not bother Kent too much, though, as creating Hugo shouldn't be a CURSE OF ENDLESS QUESTIONS.  He has more important, family-providing things to attend to (buy Fade In Professional Screenwriting Software today!).   Similarly, we didn't want to bother others who have already done so much for Hugo, so the issue just kind of sat for a while.

Recently, it came up again and we tried to look at the problem with fresh eyes.  I pointed Robb to  Juhana Leinonen's Hugo .hex file inspector page, which verified that objects were redirecting to other things.

He also brought the issue up to Kent around this time, and Kent suggested that either the dictionary or properties table was the culprit.  Robb took out some words and things, and voila, everything works now.

So, the problem was solved, but I still wanted to find out what tools Hugo authors have to check for this.    The issues comes down to the design of the Hugo .hex file, which allocates 64K to the dictionary, special words, array space, events, properties, and objects each.  Hugo was designed to make games playable on 16-bit devices and these limits reflect that.  In Robb's case, he was surpassing that 64K dictionary limit.

One of the quirky things about Hugo is that it has a lot of great features that the documentation doesn't fully explain- either their usage or the situations in which something is especially useful.  Despite the fact that the compiler didn't complain about a too-big dictionary table, I figured that there must be something in there since, in my opinion, Kent really did a great job in planning for a lot of scenarios.

So before I wrote this post, I thought I'd look over the compiler switch options again (since there are several that most Hugo authors rarely use), and indeed, there is a -u switch that shows the memory usage of a compiled game.

Here is an example of a memory usage readout:

          (Top:  $013F44)

+-----------------+---------------+

| Text bank       | $001054 bytes |

+-----------------+---------------+

| Dictionary      |   $0B60 bytes |

+-----------------+---------------+

| Special words   |   $0080 bytes |

+-----------------+---------------+

| Array space     |   $0CE0 bytes |

+-----------------+---------------+

| Event table     |   $0010 bytes |

+-----------------+---------------+

| Property table  |   $0680 bytes |

+-----------------+---------------+

| Object table    |   $0700 bytes |

+-----------------+---------------+

| Executable code | $00FB60 bytes |

+-----------------+---------------+

| Grammar table   |   $0D00 bytes |

+-----------------+---------------+

| Header          |   $0040 bytes |

+-----------------+---------------+

        (Bottom:  $000000)  

So, the values are in hex so authors have the extra step of converting them to decimal, but hey, it can give us a general idea if we're approaching any of those table size limits.

At some point, I will probably take a look at the compiler source and see if it's within my simple capabilities to check for these limits.   In the meantime, I'll probably add a page to Hugo By Example drawing attention to this.   Of course, this whole issue only happens in a game with a lot of stuff so it's possible that Robb will be the only one to ever run into it!


inkle

Get EXPELLED! today!

Our new game, EXPELLED!, launches on iOS, Switch, and PC and Mac today! You play as Verity Amersham, a scholarship girl at a top boarding school in England, 1922. A School Prefect has been pushed out of a window, and everyone's blaming you. You have one day to clear your name, find the true culprit - or find someone else to take the blame for you. Building off 2021's Overboard!, Expel

Our new game, EXPELLED!, launches on iOS, Switch, and PC and Mac today!

You play as Verity Amersham, a scholarship girl at a top boarding school in England, 1922.

A School Prefect has been pushed out of a window, and everyone's blaming you. You have one day to clear your name, find the true culprit - or find someone else to take the blame for you.

Building off 2021's Overboard!, Expelled! drops you into the shoes of your protagonist and lets you go. Explore anyway. Sneak around, steal, lie, blackmail, befriend -- approach things however you want.

But be warned: the other characters have feelings, opinions and memories, and they're watching you right back. This is a detective game - but it's also a living, breathing world.

Meet the characters

Verity Amersham

Verity

Verity was born in a factory town in the North of England, but she dreams of being an actress in the West End. If she's kicked out of school that dream will die - especially when she's innocent. Time, then, to stop at nothing.

Natasha Vronskaya

Natasha

Nattie is Verity's roommate, a Russian with a dark and mysterious past. She definitely has something hidden in her slippers - but otherwise, she's loyal to a fault. She'll stick up for you, won't she?

Fifi Vaudeville

Fifi

Fifi is Verity's nemesis - after all, who ever heard of a Sixth Former losing the lead role in the school play to a Fourth Former?

Louisa Hardcastle

Louisa

Louisa is on track to be Head Girl - not from academic prowess, but from her skill on the hockey field. But now she's fallen out of a window, will she ever play hockey again?

The School Crest

Get Expelled! today on...

Tuesday, 11. March 2025

Renga in Blue

The Colonel’s House (1982)

Rabbit Software is another case in the UK of a computer shop having a game company as a spin-off. (Previously: Program Power, A & F.) In this case, the shop was Cream Computers from Harrow (part of London), which “started to sell games by mail order” in 1982 with VIC-20 product, having …very basic packaging […]

Rabbit Software is another case in the UK of a computer shop having a game company as a spin-off. (Previously: Program Power, A & F.) In this case, the shop was Cream Computers from Harrow (part of London), which “started to sell games by mail order” in 1982 with VIC-20 product, having

…very basic packaging — cream colored paper with a rabbit stamped on it and hand written details.

John Willan, Sales Manager for Rabbit

The rabbit name and logo came from the company’s “mascot”, Roland.

Heather Lamont, company director, posing with Roland in Crash February 1984. (By this time they had started selling Spectrum software on top of Commodore.) The other founder (not pictured) was Alan Savage.

Their early software was all written in-house but they eventually took to publishing works sent by outside authors. In the article I’ve been referring to the software director (Terry Grant) refers to “several programs a week sent in”.

For today’s selection (The Colonel’s House) I’m fairly sure it was one of the out-of house games. An ad in the April 1982 issue of the bimonthly publication VIC Computing already mentions soliciting games from authors, and despite giving a “top 10” and list of new releases it doesn’t mention the existence of The Colonel’s House. The February ’84 Crash article claims the company as being “close to two years old” giving it a start month of roughly February 1982.

Thus, today’s author (Robert Davis) likely did not know the people of Rabbit Software personally. The game touts itself as being the first of the seven-part Knives of Eternity series. The follow-up, according to the game’s ending description, was supposed to be called Escape from Detra 5. It does not seem to exist.

This is not quite as super-minimal like some VIC-20 games but rather uses the 16K expansion, giving the author a “normal” memory size to work with. Still, I got the strong impression I was working with a “reduced” parser as I was playing along, and I suspect Davis had exposure to Bruce Hansen’s games which were super-minimal. Rabbit Software even republished Moon Base Alpha and Computer Adventure.

From the Museum of Computer Adventure Games.

The games above were officially from the company (Victory Software); there was allegedly some kerfuffle with faulty tapes and Alan Savage supposedly loaded a van with 4000 tapes and dumped them at Victory’s solicitor in London.

Enough stalling, let’s get on with the game! The lore has us working for FREEDOM INTERNATIONAL as Agent 371 where we need to retrieve the knife in the title from the house of an “old colonel” who as an “electronics expert”, where the house is fitted with “advanced safety equipment”. While the “year” is 1990 it is otherwise unclear what the story behind the knife is, and why there are seven special ones. Do they combine to form the Megaknife of Power, perhaps? Alas, we’ll never know.

I’ve been “normalizing” my VIC-20 screens but just this once, here’s what the original aspect ratio looks like. I find this incredibly hard to read and play with so my apologies if the giant wide text gives off any nostalgia.

You start outside the house with a hammer and ladder nearby. I find it interesting how FREEDOM INTERNATIONAL has decided to outfit the agent on supposedly a vital task with almost nothing.

The door is locked but there is no alarm that triggers if you BREAK WINDOW followed by GO WINDOW to get inside.

Each action in the game (including, it appears, invalid commands the parser doesn’t understand) eats up one minute of time, and the colonel arrives at 10:00 (giving a game over).

The house consists of two floors and is not large.

On the ground floor, right away you can access a wardrobe (with a “protective suit”) and a kitchen (with a “protective lense” and a locked cupboard). One door is closed off due to a card-reader, and another blinds you if you try to enter.

Back where the clock was there’s a “shelf” described as being high up. I admit it did not occur to me to think of a shelf as a location you can put your entire body into, but that’s the right action: GO SHELF (which only works if you’re holding the ladder).

If you examine the card, it says it has writing. If you read the writing, it informs you that you just wasted a minute.

With the card in hand you can swipe your way over to a living room that has a cassette player (which will be usable later) and a projector (which is not terribly useful). While holding the “lense” you can push a button on the projector to use it, but it just warns you about the perils of missing other games by Robert Davis.

Taking care of the blinding hall requires an item from upstairs, so let’s visit up there next:

There’s a book in a bedroom that states “Book 97 is a revealing book”, a room with strange sounds (LISTEN reveals a computer voice repeating TELL ME ACCESS), a hallway with fatal gamma radiation (which we’ll get by in a moment), and a bathroom with dark glasses (guess where they go!) and a medicine bottle which only has “medicine” in a exaggerated sense.

That’s one way to stop having to worry about diseases.

Before we go dark, let’s take out the gamma radiation puzzle. I originally had the protection suit (it gets used “passively”, there’s no WEAR command) but I was baffled at there being no effect. The issue is that while you can EXAMINE some things (like the card with the useless words) there are many items where EXAMINE just repeats the room description. This was irritating me enough it through me off my normal routine so it took me a while before I thought to use EXAMINE on the suit. There’s a dial that needs to be turned, and then the protection is active.

I don’t think that’s how this is supposed to work in real life, but we’ll see some more extreme science later so I guess it fits in with the setting.

Past the radiation room (a “science lab”) there’s a Room (just “Room”) with a china doll, and smashing the doll with the hammer reveals a key.

We’re still not done with the odd computer voice, but going back downstairs, we can use the key and the glasses. First, the key, applied to the locked cupboard in the kitchen:

Again, item use is essentially passive. You can only OPEN the cupboard and the key gets used along the way. Moments like these are what remind me of the Robinson games, that did that because they had to (they used a tiny unexpanded VIC-20) whereas The Colonel’s House required a 16K expansion meaning it ought to be a little more expansive.

Inside the cupboard is a cassette; playing it with the player reveals a voice repeating THIS IS THE COLONEL over and over. This will be useful shortly.

Donning the dark glasses (via doing absolutely nothing, just holding them implies you’re wearing them), it is now safe to enter the hall that causes blinding. To the west is a library with 100 convinently numbered books; taking number 97 reveals a lever, and pulling the lever reveals a secret room.

The secret room contains a message which has the word LOCARI on it (you have to take off, er, drop the glasses first, because it is otherwise too hard to read). If you go back up and say LOCARI at the computer voice room, you’ll be informed the safe combination is “39,4”.

Back to the blinding room, heading north requires getting past a voice recognition door; the tape recorder playing I AM THE COLONEL on loop is enough to get by and find a study with a piano and a time capsule. The piano is on wheels and can roll to reveal a safe.

The time capsule incidentally says RUB ME and if you do that before dealing with the safe, you lose the game.

While you warp back home — convenient this item’s here — the game then informs you that you should have gotten the knife first!

You need to TURN 39 followed by TURN 4 on the safe to bust it open, and get what appears to be a completely unremarkable knife with no special properties whatsoever. Now rubbing the time capsule wins the game.

Alas. I’m sure the pleasure dome would’ve been fun to visit.

The Colonel’s House wasn’t terrible to cope with — most of the difficulty was in making sure to EXAMINE absolutely everything and cope with a passive parser where items get used implicitly. (I neglected to mention another bizarre feature — no room descriptions are given on navigation. You have to LOOK in every new room.)

While this ended up with a C64 port (one that clearly is ported directly enough from the VIC-20 there are word wrap errors) I have found nothing else by this author. The name is unfortunately too common for me to gather any more information. Robert Davis might be this one in Your Sinclair selling his computer in December 1990 but that’s a stretch.

I do have a little more to say about Rabbit Software, but just a little more. While they did well for themselves in the cassette-king heyday despite odd bootleg Frogger (see below) and games like The Colonel’s House, starting 1984 with ~25 members of staff, by the end of the year they had fallen apart. Alan Savage (the co-founder) got into a car accident in May and committed suicide soon after. He had 49% of the company while Heather Lamont had 51%; Ms. Lamont “vowed” that the company “will carry on”; however, by August, Rabbit went into liquidation and was later revealed to have debts exceeding £220,000. The next year they were bought by Virgin Software, leaving two unfinished projects (Jolly Roger and The Pit) dead in progress.

Somehow I’m guessing this isn’t Konami or Sega approved art. Via The Big Gift Shop.

Monday, 10. March 2025

Wade's Important Astrolab

Spring Thing 2024 - Wade Clarke Roblox game prize information

(Perma outcome update: This prize was chosen by Vance Chance, and I developed the Roblox platforming adventure game River Rescue Obby as a spinoff from their Spring Thing 2024 game Dragon of Steelthorne. River Rescue Obby was released in August 2024.)I'm listing here the details and conditions of a prize I'll be offering for Spring Thing 2024: a custom Roblox game based on your Spring Thing entry.I

(Perma outcome update: This prize was chosen by Vance Chance, and I developed the Roblox platforming adventure game River Rescue Obby as a spinoff from their Spring Thing 2024 game Dragon of Steelthorne. River Rescue Obby was released in August 2024.)

I'm listing here the details and conditions of a prize I'll be offering for Spring Thing 2024: a custom Roblox game based on your Spring Thing entry.

If you choose this prize, here's what happens:

I'll try your Spring Thing game. If I decide it's possible for your game, I (maybe with help from my nephew) will build a simple Roblox game based on your entry, or at least the first room or a prominent thing from it. We have a lot of Roblox building experience between us.

Qualifiers for this prize: I say "game" loosely! It will probably be an environmental toy you can walk around in. But you never know, it might have an objective to reach, or health, or a time limit, or a baddie chasing you, or a physics joke. It might be a reproduction of a location. We'll try to make something of charm based on your game, spending a week max to do so.

If you don't know Roblox, it's free to join, and the game will be pretty G-rated and explorable by anyone on Roblox at any time (which, there being millions of Roblox games, will mostly be you and people you let know about it. Plus the odd random visitor.) You'l be able to share a link to the game wherever/however you like. People only need to have a Roblox account to visit it.

* If you pick the prize, and I try your game and decide I can't produce something satisfying based on it within a week, don't be offended. Roblox suits some things and some subject matter a lot more than others. I'd let you know my decision quickly so you can pick another prize instead.

Sunday, 09. March 2025

Renga in Blue

Keys of the Wizard: Maximum Difficulty

I’m calling it here. My previous posts on Keys of the Wizard are needed for context. The main issue I ran across: what probably are serious bugs. Why “probably”: the nature of this game makes it hard to tell what is a bug or not. Let me explain in context– –so I booted up difficulty […]

I’m calling it here. My previous posts on Keys of the Wizard are needed for context.

The main issue I ran across: what probably are serious bugs. Why “probably”: the nature of this game makes it hard to tell what is a bug or not. Let me explain in context–

Via World of Dragon.

–so I booted up difficulty 3, saved my game, and started by systematically annotating my map with the locations of enemies and items. Both can move around (the Jester, for instance, moves items) but not significantly. This let me decide on an action plan.

I tried some “clever” methods but in the end the easiest thing to do was to scrawl upon my existing map with Microsoft Paint.

I noticed, while I was going through the process above, that difficulty 3 had more traps to deal with. One room starts shrinking, one has poison darts…

…and the room that had a statue I previously thought might have some sort of secret, turned out to also be a trap; if you enter the room from below it attacks you and takes out a chunk of damage.

This turns out to be much more worrisome at difficulty 3 than 1, as the monsters … well, they don’t hit for more per hit, but they last for longer, meaning they have more time to get hits in. The overall effect of combat really is like a typing game and since you can do more damage when healthy, if you can very quickly type in many hits at the start you’ll be at an advantage.

Notice how I was in the middle of typing “BASH ORC” but got interrupted at “BA”. No, you can’t keep going and type “SH ORC”, you have to start over from the beginning. I got good at typing CYCLOPS fast.

The game features a REST mechanic, with the catch that monsters will wander while you are resting and might whale upon you if they come across you. If you go to the Sanctuary at the start, this normally isn’t a problem, with one exception: the Wizard can teleport in.

This means, theoretically, if you could kill the Wizard, you’d be safe the rest of the game. You might think that means the game has locked the means of killing the wizard behind a whole sequence of events. Certainly the unicorn hints are more lengthy to deal with this time:

lantern + mask + feather -> deathring
dagger + feather + rope -> machete
plectrum + dagger + lantern -> manacle
spoon + plectrum + rope -> map
tome + rope + feather -> lance
tome + lantern + mask -> dragonsword
rope + lantern + feather -> jug
dagger + feather + rope -> machete
lantern + feather + rope -> scroll

(The same trick that works on Minotaur works here. When you find a unicorn, save, step east, go north X times, go west, and RUB HORN. You will get a hint. Repeat for X+1, you will get a different hint. Repeat for X+2 etc. until all hints are obtained.)

However, I realized the PISTOL and the BULLET that goes with it were pretty easy to get through the way my map was generated…

Bullet is the star on the left, pistol is the star on the right. This isn’t quite as straight a shot as it looks because the first one-way door requires having used the PLECTRUM on the ZITHER in order to open it, but it still isn’t hard to grab both items.

…so I decided to make a beeline for those items first, then try the pistol out on various enemies to see which ones I could insta-assassinate. The answer is none of them. I did between either 0 or 3 points of damage (out of 255).

The orc is the easiest enemy to fight in the game. Here I did 1 point of damage.

The fact that two items need to be united for all this to work makes the effect seem baffling and was one of the points that I suspect might be a bug. (Or maybe the pistol is only super-effective if you’re holding other item X at the same time?)

I decided to switch to the old reliable, the mace. That did work although it does somewhere 30 damage max (when you aren’t hurt) down to 10 (when you’re just a little hurt). So it requires chipping away at enemies, but all the enemies do roughly the same damage back no matter if they’re an orc or a dragon. Or a wizard.

With the wizard dead, things worked as I expected: going back to the Sanctuary and using REST let me wait out my health rising all the way back to 255 with no opposition. Based on the manual, there’s no particular limit to how often you can use REST (there’s items that protect you from enemy attack with a limit, but that’s not the same thing as just trying to use the action). The problem is, even though I could restore essentially an unlimited number of health points, I could only do it once; going back to the Sanctuary later and using REST again had my health go up 0. This feels more like a bug than intentional to me.

(Aside: going north from the Sanctuary on difficulty 3 works differently than on 1. On east mode it teleports you back to the starting cabin; on difficulty 3 it teleports you to some random spot on the top floor. I found that the hedge maze area was not available in the route I had taken before, and the only way I could get in was via Sanctuary teleportation.)

I next tried making the JUG my initial priority. The JUG is on the list of items where you need other items first to do pickup (rope + lantern + feather); the items are in the open although it was a pain to wrangle all three and get to the right spot. Finally:

The jug has rum which heals you, but alas, it only works once; subsequent drinks are poison. Oh well.

Thinking some more, I decided to go for the DRAGONSWORD instead. Surely that’s a good weapon and will be more efficient than the mace?

tome + lantern + mask -> dragonsword

This is a more elaborate combination to get than the jug, because the mask is held by the cyclops. So I had to nab the mace, then club the cyclops, and then get the mask, tome and lantern together. Holding four inventory objects at the same time also requires some good health so I had to avail myself of the options I had (teleports still do healing, so I used one of those, plus I got zapped to the hedge maze once with a food ration and I used that). Finally:

I was excited to see at least the dragon fall before me in a flurry of blows, but no: the sword does zero damage, no matter what enemy I used it on or attack verb I tried.

Surely this is a bug?

Hence, that complicated sequence was for nothing: the best thing to do was to grab the mace which was already out in the open and use that for braining services instead. I suspect something went awry with the game’s tables.

I tried fiddling with the keys in lots of places, but never got them to do anything, sorry. I also found one of the unicorn’s hints told me objects I needed to pick up the Cyclops’s eye (which it drops upon dying) but I was able to pick it up just fine without any extra help.

I never even saw the dust.

If I had faith the game was behaving like it was supposed to I might try a little bit longer, but no, this is a good stopping point. I think I’ve extracted most of the “wisdom” anyway, so let me segue into a discussion of the adventure-roguelike.

It has been tried quite a few times now, and never with great success. In historical terms, I think the main issue was (unlike Adventure itself, or RPGs glomming onto Wizardry/Ultima) there wasn’t a good model to copy. I don’t think any of the authors even heard of each other, so they were all re-inventing their own personal wheels with their strengths and weaknesses. Mines to kick things off had very tight logic in terms of object and puzzle placement, but given that was the only real element to the game it became mechanical as a story. Lugi seemed promising, but puzzle solving was hard to do systematically. Minotaur did a good job making the map seem varied even when it was fixed but had to go a route frustrating design to even work (when Keys of the Wizard tried to tone down the frustrating design — most especially by ditching the magic system — it created a gaping hole where gameplay was supposed to go).

The Queen of Phobos got the closest I’ve seen to what might be the “ideal”, except it had too much fixed to really count as a full adventure-roguelike. Still:

a.) the game has four thieves you have to deal with

b.) each thief has a weakness that can be used to defeat it (like beer for one)

c.) alternately, there’s a grenade you can throw to take down any thief…

d.) …or even better, if two thieves are in the same room, you can take down two at the same time.

e.) If all else fails, you can cross your fingers and try your best to evade them.

I don’t think the key here is just multiple options, but multiple options which have different natures than just “solving the puzzle”. The beer option works well as long as you give it to the right enemy…

THE LOOTER IS HIGHLY INSULTED AND KILLS YOU. THEY MUST NOT DRINK BEER WHERE HE COMES FROM.

…but because the grenade can hit two enemies at once, it isn’t precisely symmetrical to using the beer (compare with solving a puzzle vs. using a wish in Wishbringer). Evading also results in a much different gameplay effect than either of the other two options.

So I’ll say a good adventure-roguelike will offer multiple solutions to puzzles but do it in such a way that the ramifications of how the solve is enacted results in different world-states. One solution to a problem might involve explosives but cause damage elsewhere (and a brand-new problem) while a subtler approach might avoid structural damage but corrupt the player’s mind with dark power which comes into play later. With enough “ramification effects” two playthroughs would end up being very different; the player themselves would be used as a source of chaos. While this isn’t the only thing needed to make such a game work, I’ve never seen it used systematically in combination with full randomization and I suspect it might make the genre a little more plausible.

Friday, 07. March 2025

Interactive Fiction – The Digital Antiquarian

The CRPG Renaissance, Part 4: …Long Live Dungeons & Dragons!

In December of 1997, Interplay Entertainment released Descent to Undermountain, the latest licensed Dungeons & Dragons computer game. It’s remembered today, to whatever extent it’s remembered at all, as one of the more infamous turkeys of an era with more than its share of over-hyped and half-baked creations, a fiasco almost on par with Battlecruiser […]

In December of 1997, Interplay Entertainment released Descent to Undermountain, the latest licensed Dungeons & Dragons computer game. It’s remembered today, to whatever extent it’s remembered at all, as one of the more infamous turkeys of an era with more than its share of over-hyped and half-baked creations, a fiasco almost on par with Battlecruiser 3000AD or Daikatana. The game was predicated on the dodgy premise that Dungeons & Dragons would make a good fit with the engine from Descent, Interplay’s last world-beating hit — and also a hit that was, rather distressingly for Brian Fargo and his colleagues, more than two years in the past by this point.

Simply put, Undermountain was a mess, the kind of career-killing disaster that no self-respecting game developer wants on his CV. The graphics, which had been crudely up-scaled from the absurdly low resolution of 320 X 240 to a slightly more respectable 640 X 480 at the last minute, still didn’t look notably better than those of the five-year-old Ultima Underworld. The physics were weirdly floaty and disembodied, perhaps because the engine had been designed without any innate notion of gravity; rats could occasionally fly, while the corpses of bats continued to hover in midair long after shaking off their mortal coil. In design terms as well, Undermountain was trite and rote, just another dungeon crawl in the decade-old tradition of Dungeon Master, albeit not executed nearly so well as that venerable classic.

Computer Gaming World, hot on the heels of giving a demo of Undermountain a splashy, breathless write-up (“This game looks like a winner…”), couldn’t even muster up the heart to print a proper review of the underwhelming finished product. The six-sentence blurb the magazine did deign to publish said little more than that “the search for a good Dungeons & Dragons role-playing game continues, because Descent to Undermountain is certainly not it.” The website GameSpot was less inclined to pull its punches: after running through a damning litany of the game’s problems, it told its readers bluntly that “if you buy Descent to Undermountain after reading this, you get what you deserve.” The critical consensus has not changed over the decades since. On the clearinghouse site MobyGames, Undermountain ranks today as the thirteenth worst digital RPG ever released, out of 9085 candidates in all. Back in 1997, reviewers and gamers alike marveled that Interplay, the same company that had released the groundbreaking and aesthetically striking Fallout just weeks earlier, could follow it up so quickly with something so awful.

In its way, then, Descent to Undermountains name was accidentally appropriate. For it represented the absolute nadir of Dungeons & Dragons on computers, the depth of ignominy to which all of the cookie-cutter products from SSI and others had been inexorably descending over the last five years.

Then again, as a wise person once said, there does come a point where there’s nowhere left to go but up. Less than one year after Undermountain was so roundly scorned wherever it wasn’t ignored, another Dungeons & Dragons CRPG was released amidst an atmosphere of excitement and expectation that put even the reception of Pool of Radiance to shame. Almost as surprisingly, it too bore on its box the name of Interplay, a publisher whose highs and lows in the CRPG genre were equally without parallel. So, our goal for today is to understand how Interplay went from Descent to Undermountain to Baldur’s Gate. It’s an unlikely tale in the extreme, not least in the place and manner in which it begins.



Edmonton, Alberta, is no one’s idea of a high-tech incubator. “The Gateway to the North,” as the city styles itself, was built on oil and farming. These two things have remained core to its identity, alongside its beloved Edmonton Oilers hockey team and its somewhat less beloved but stoically tolerated sub-zero winter temperatures. The frontier ethic has never entirely left Edmonton; it has more in common with Billings, Montana, than it does with coastal Canadian cities like Montreal and Vancouver.

Into this milieu, insert three young men who were neither roughnecks nor farmers. Ray Muzyka, Greg Zeschuk, and Augustine Yip didn’t know one another when they were growing up in different quarters of Edmonton in the 1980s, but they were already possessed of some noteworthy similarities. Although all three had computers in their homes and enjoyed experimenting with the machines and the games they could play from an early age — Muzyka has recorded his first two games ever as Pirate Adventure and Wizardry on the Apple II — they directed their main energies toward getting into medical school and becoming doctors. “We never conceived of the possibility that you could have a career in videogames,” says Zeschuk. “You know, we’re from Edmonton, Canada. There were no companies that did that. There were some in Vancouver, but they were just starting out, like the Distinctive Software guys who would join Electronic Arts.”

The three men finally met in medical school — more specifically, at the University of Alberta during the late 1980s. Even here, though, they didn’t become fast friends right away. Only gradually did they come to realize that they had a set of shared interests that were anything but commonplace among their classmates: all three continued to play computer games avidly whenever the pressure of their studies allowed it. Witnessing the rapid evolution of personal computers, each began to ask himself whether he might be able to combine medicine with the technology in some satisfying and potentially profitable way. Then they began to have these conversations with each other. It seemed to them that there were huge opportunities in software for educating doctors. Already in 1990, a couple of years before they graduated from medical school, they started looking for technology projects as moonlighting gigs.

They kept at it after they graduated and became family practitioners. The projects got more complex, and they hired contractors to help them out. Their two most ambitious software creations were an “Acid-Base Simulator,” which they finished in 1994, and a “Gastroenterology Patient Simulator,” which they finished the following year. As their titles will attest, these products were a long, long way from a mainstream computer game, but the good doctors would cover the intervening distance with astonishing speed.

Wanting to set themselves on a firmer professional footing in software, Muzyka, Zeschuk, and Yip founded a proper corporation on February 1, 1995. They called it BioWare, a name that reflected a certain amount of bets-hedging. On the one hand, “BioWare” sounded fine as a name for a maker of medical software like the gastroenterology simulator they were still finishing up. On the other, they thought it was just catchy and all-purpose enough to let them branch out into other sorts of products, if doing so should prove feasible. In particular, they had become very interested in testing the waters of mainstream game development. “I liked medicine a lot,” says Muzyka. “I really liked it. I’m glad I was able to help people’s lives for the years that I did practice. I did a lot of emergency medicine in under-served areas in rural Alberta. It was really hard work, but really fun, really engaging, really exciting. [But] I love videogames.”

Their medical degrees were a safety net of a sort that most first-time entrepreneurs could only wish they had; they knew they could always go back to doctoring full-time if BioWare didn’t work out. “We maxed out our debt and our credit cards,” Muzyka says. “We just kind of went for it. It was like, whatever it took, this is what we’re doing. It never occurred to us [that] there would be risk in that. For me, it was a fun hobby at that point.”

Yet some differences soon became apparent between Muzyka and Zeschuk and their third partner Augustine Yip. Although the first two were willing and able to practice medicine only on the side while they devoted more and more time and energy to BioWare, the last had moved into another stage of life. He already had children to support, and didn’t feel he could scale back his medical career to the same degree for this other, far chancier venture. Muzyka and Zeschuk would wind up buying out his share of BioWare in mid-1996.

Well before this event, in the spring of 1995, Activision’s MechWarrior 2: 31st Century Combat hit the gaming world with all the force of the giant killer robot on its box. Thanks not least to Activision’s work in creating bespoke versions of MechWarrior 2 for the many incompatible 3D-accelerator cards that appeared that year, it became by many metrics the game of 1995. Suddenly every publisher wanted a giant-mech game of their own. Muzyka and Zeschuk saw the craze as their most surefire on-ramp to the industry as a new, unproven studio without even an office to their name. They paid a few contractors to help them make a demo, sent it to ten publishers, and started cold-calling them one after another. Their secret weapon, says Muzyka, was “sheer stubbornness and persistence. We just kept calling.” Amazingly, they were eventually offered a development deal by nine out of the ten publishers; suffice to say that mechs were very much in favor that year. Interplay came with the most favorable terms, so the partners signed with them. Just like that, BioWare was a real games studio. Now they had to deliver a real game.

They found themselves some cut-price office space not far from the University of Alberta. Ray Muzyka:

There were only four plugs on the wall. We had a power-up sequence for the computers in the office so that we didn’t blow the circuit breaker for the whole building. Everybody would be like, “I’m on. I’m on. I’m on.” We had found by trial and error that if you turned them on in a certain order, it wouldn’t create a power overload. If you turned on the computers in the wrong order, for sure, it would just flip the switch and you had to run downstairs, get the key, and open up the electrical box. It was an interesting space.

During the first year or so, about a dozen employees worked in the office in addition to the founders. Half of these were the folks who had helped to put together the demo that had won BioWare the contract with Interplay. The other half were a group of friends who had until recently hung out together at a comic-book and tabletop-gaming shop in Grande Prairie, Alberta, some 300 miles northwest of Edmonton; one of their number, a fellow named James Ohlen, actually owned the store. This group had vague dreams of making a CRPG; they tinkered around with designs and code there in the basement. Unfortunately, the shop wasn’t doing very well. Even in the heyday of Magic: The Gathering, it was difficult to keep such a niche boutique solvent in a prairie town of just 30,000 people. Having heard about BioWare through a friend of a friend, the basement gang all applied for jobs there, and Muzyka and Zeschuk hired them en masse. So, they all came down to Edmonton, adopting various shared living arrangements in the cheap student-friendly housing that surrounded the university. Although they would have to make the mech game first, they were promised that there was nothing precluding Bioware from making the CRPG of their dreams at some point down the road if this initial project went well.

Shattered Steel, BioWare’s first and most atypical game ever, was published by Interplay in October of 1996. It was not greeted as a sign that any major new talent had entered the industry. It wasn’t terrible; it just wasn’t all that good. Damning it with faint praise, Computer Gaming World called it “a decent first effort. But if Interplay wants to provide serious competition for the MechWarrior series, the company needs to provide more freedom and variety.” Sales hovered in the low tens of thousands of units. That wasn’t nothing, but BioWare’s next game would need to do considerably better if they were to stay in business. Luckily, they already had something in the offing that seemed to have a lot of potential.

A BioWare programmer named Scott Greig  had been tinkering lately with a third-person, isometric, real-time graphics engine of his own devising. He called it the Infinity Engine. Muzyka and Zeschuk had an idea about what they might use it for.

A low background hum was just beginning to build about the possibilities for a whole new sort of CRPG, where hundreds or thousands of people could play together in a shared persistent world, thanks to the magic of the Internet. 3DO’s Meridian 59, the first of the new breed, was officially open for business already, even as Sierra’s The Realm was in beta and Origin’s Ultima Online, the most ambitious of the shared virtual worlds by far, was gearing up for its first large-scale public test. Muzyka and Zeschuk, who prided themselves on keeping up with the latest trends in gaming, saw an opportunity here. Even before Shattered Steel shipped, it had been fairly clear to them that they had jumped on the MechWarrior train just a little bit too late. Perhaps they could do better with this nascent genre-in-the-offing, which looked likely to be more enduring than a passing fancy for giant robots.

They decided to show the Infinity Engine to their friends at Interplay, accompanied by the suggestion that it might be well-suited for powering an Ultima Online competitor. They booked a meeting with one Feargus Urquhart, who had started at Interplay six years earlier as a humble tester and moved up through the ranks with alacrity to become a producer while still in his mid-twenties. Urquhart was skeptical of these massively-multiplayer schemes, which struck him as a bit too far out in front of the state of the nation’s telecommunications infrastructure. When he saw the Infinity Engine, he thought it would make a great fit for a more traditional style of CRPG. Further, he knew well that the Dungeons & Dragons brand was currently selling at a discount.  Muzyka and Zeschuk, who were looking for any way at all to get their studio established well enough that they could stop taking weekend shifts at local clinics, were happy to let Urquhart pitch the Infinity Engine to his colleagues in this other context.

Said colleagues were for the most part less enthused than Urquhart was; as we’ve learned all too well by now, the single-player CRPG wasn’t exactly thriving circa 1996. Nor was the Dungeons & Dragons name on a computer game any guarantee of better sales than the norm in these latter days of TSR. Yet Urquhart felt strongly that the brand was less worthless than mismanaged. There had been a lot of Dungeons & Dragons computer games in recent years — way too many of them from any intelligent marketer’s point of view — but they had almost all presumed that what their potential buyers wanted was novelty: novel approaches, novel mechanics, novel settings. As they had pursued those goals, they had drifted further and further from the core appeal of the tabletop game.

Despite TSR’s fire hose of strikingly original, sometimes borderline avant-garde boxed settings, the most popular world by far in which to actually play tabletop Dungeons & Dragons remained the Forgotten Realms, an unchallenging mishmash of classic epic-fantasy tropes. The Forgotten Realms was widely and stridently criticized by the leading edge of the hobby for being fantasy-by-the-numbers, and such criticisms were amply justified in the abstract. But those making them failed to reckon with the reality that, for most of the people who still played tabletop Dungeons & Dragons, it wasn’t so much a vehicle for improvisational thespians to explore the farthest realms of the imagination as it was a cozy exercise in dungeon delving and monster bashing among friends; the essence of the game was right there in its name. For better or for worse, most people still preferred good old orcs and kobolds to the mind-bending extra-dimensional inhabitants of a setting like Planescape or the weird Buck Rogers vibe of something like Spelljammer. The Forgotten Realms were gaming comfort food, a heaping dish of tropey, predictable fun. And the people who played there wouldn’t have had it any other way.

And yet fewer and fewer Dungeons & Dragons computer games had been set in the Forgotten Realms since the end of the Gold Box line. (Descent to Undermountain would be set there, but it had too many other problems for that to do it much good.) SSI and their successors had also showed less and less fidelity to the actual rules of Dungeons & Dragons over the years. The name had become nothing more than a brand, to be applied willy-nilly to whatever struck a publisher’s fancy: action games, real-time-strategy games, you name it. In no real sense were you playing TSR’s game of Dungeons & Dragons when you played one of these computer games; their designers had made no attempt to implement the actual rules found in the Player’s Handbook and Dungeons Master’s Guide. It wasn’t clear anymore what the brand was even meant to stand for. It had been diluted to the verge of meaninglessness.

But Feargus Urquhart was convinced that it was not yet beyond salvation. In fact, he believed that the market was ready for a neoclassical Dungeons & Dragons CRPG, if you will: a digital game that earnestly strove to implement the rules and to recreate the experience of playing its tabletop inspiration, in the same way that the Gold Box line had done. Naturally, such a game would need to take place in the tried-and-true Forgotten Realms. This was not the time to try to push gamers out of their comfort zone.

At the same time, though, Urquhart recognized that it wouldn’t do to simply re-implement the Gold Box engine and call it a day. Computer gaming had moved on from the late 1980s; people expected a certain level of audiovisual razzle-dazzle, wanted intuitive and transparent interfaces that didn’t require reading a manual to learn how to use, and generally preferred the fast-paced immediacy of real-time to turn-based models. If it was to avoid seeming like a relic from another age, the new CRPG would have to walk a thin line, remaining conservative in spirit but embracing innovation with gusto in all of its granular approaches. The ultimate goal would not be to recreate the Gold Box experience. It must rather be to recreate the same tabletop Dungeons & Dragons experience that the Gold Box games had pursued, but to embrace all of the affordances of late-1990s computers in order to do it even better — more accurately, more enjoyably, with far less friction. Enter the Infinity Engine.

But Urquhart’s gut feeling was about more than just a cool piece of technology. He had served as the producer on Shattered Steel, in which role he had visited BioWare several times and spent a fair amount of time with the people there. Thus he knew there were people in that Edmonton office who still played tabletop Dungeons & Dragons regularly, who had forged their friendships in the basement of a tabletop-gaming shop. He thought that a traditionalist CRPG like the one he had in mind might be more in their wheelhouse than any giant-robot action game or cutting-edge shared virtual world.

He felt this so strongly that he arranged a meeting with Brian Fargo, the Big Boss himself, whose soft spot for the genre that had put Interplay on the map a decade earlier was well known. When he was shown the Infinity Engine, Fargo’s reaction was everything Urquhart had hoped it would be. What sprang to his mind first was The Faery Tale Adventure, an old Amiga game whose aesthetics he had always admired. “It didn’t look like a bunch of building blocks,” says Fargo today of the engine that Urquhart showed him in 1996. “It looked like somebody had free-hand-drawn every single screen.”

As Urquhart had anticipated would be the case, it wasn’t hard for Fargo to secure a license from the drowning TSR to make yet another computer game with the name of Dungeons & Dragons on it. The bean counters on his staff were not excited at the prospect; they didn’t hesitate to point out that Interplay already had Fallout and Descent to Undermountain in development. Just how many titles did they need in such a moribund genre? They needed at least one more, insisted Fargo.

BioWare’s employees were astonished and overjoyed when they were informed that a chance to work on a Dungeons & Dragons CRPG had fallen into their laps out of the clear blue sky. James Ohlen and his little gang from Grande Prairie could scarcely have imagined a project more congenial to their sensibilities. Ohlen had been running tabletop Dungeons & Dragons campaigns for his friends since he was barely ten years old. Now he was to be given the chance to invent one on the computer, one that could be enjoyed by the whole world. It was as obvious to Urquhart as it was to everyone at BioWare that the title of Lead Designer must be his. He called his initial design document The Iron Throne. When a cascade of toilet jokes rained down on his head in response, Urquhart suggested the more distinctive name of Baldur’s Gate, after the city in the Forgotten Realms where its plot line would come to a climax.

The staff of BioWare, circa 1997. (Note the Edmonton Oilers jersey at front and center.) “It’s 38 kids I barely recognize, myself included,” says Lukas Kristjanson, who along with James Ohlen wrote most of the text in the game. “I look at that face and think, ‘Man, you did not know what you were doing.'”

BioWare eagerly embraced Urquhart’s philosophy of being traditionalist in spirit but modern in execution. The poster child for the ethic must surely be Baldur’s Gate’s approach to combat. BioWare faithfully implemented almost every detail of the Advanced Dungeons & Dragons rules, complete with all of the less intuitive legacies of Gary Gygax, such as the armor-class statistic that goes down rather than up as it gets better. But, knowing that a purely turn-based system would be a very hard sell in the current market, they adopted a method of implementing them that became known as “real-time-with-pause.” Like much in Baldur’s Gate, it was borrowed from another game, a relatively obscure 1992 CRPG called Darklands, which was unique for being set in Medieval Germany rather than a made-up fantasy world.

Real-time-with-pause means that, although the usual tabletop rounds and turns are going on in the background, along with the expected initiative rolls and to-hit rolls and all the rest, it all takes place seamlessly on the computer — that’s to say, without pausing between turns, unless and until the player stops the action manually to issue new orders to her party. James Ohlen:

Ray [Muzyka] was a big fan of turn-based games, the Gold Box games, and my favorite genre was real-time strategy; I played Warcraft and Starcraft more than you can imagine. So, [real-time-with-pause] came from having to have a real-time game that satisfied fans of that genre, but also satisfied turn-based fans. Maybe I shouldn’t say it, but I was never a fan of Fallout. I liked the story and the world, but the fact it paused and took turns for moving, I never liked that. RPGs are about immersing you in their world, so the closer you get to the feeling of real the better.

The project was still in its earliest stages when Diablo dropped. “I remember when Diablo came out, the whole office shut down for a week,” says James Ohlen. Needless to say, many another games studio could tell the same tale.

The popularity of Blizzard Entertainment’s game was the first really positive sign for the CRPG genre as a whole in several years. In this sense, it was a validation for Baldur’s Gate, but it was also a risk. On a superficial level, the Diablo engine didn’t look that different from the Infinity Engine; both displayed free-scrolling, real-time environments from an isometric point of view. Blizzard’s game, however, was so simplified and streamlined that it prompted endless screaming rows on the Internet over whether it ought to qualify as a “real” CRPG at all. There was certainly no real-time-with-pause compromise in evidence here; Diablo was real-time, full stop. Given its massive success, someone at Interplay or BioWare — or more likely both — must surely have mused about dropping most of the old-school complexity from Baldur’s Gate and adopting Diablo as the new paradigm; the Infinity Engine would have been perfectly capable of bringing that off. But, rather remarkably on the face of it, no serious pressure was ever brought to bear in that direction. Baldur’s Gate would hew faithfully to its heavier, more traditionalist vision of itself, even as the people who were making it were happily blowing off steam in Diablo. The one place where Diablo did clearly influence Baldur’s Gate was a networked multiplayer mode that was added quite late in the development cycle, allowing up to six people to play the game together. Although BioWare deserves some kudos  for managing to make that work at all, it remains an awkward fit with such a text- and exposition-heavy game as this one.

As James Ohlen mentions above, the BioWare folks were playing a lot of Blizzard’s Warcraft II as well, and borrowing freely from it whenever it seemed appropriate. Anyone who has played a real-time-strategy game from the era will see many traces of that genre in Baldur’s Gate: the isometric graphics, the icons running around the edges of the main display, your ability to scroll the view independently of the characters you control, even the way that active characters are highlighted with colored circles. The Infinity Engine could probably have powered a fine RTS game as well, if BioWare had chosen to go that route.

Even more so than most games, then, Baldur’s Gate was an amalgamation of influences, borrowing equally from James Ohlen’s long-running tabletop Dungeons & Dragons campaign and the latest hit computer games, along with older CRPGs ranging from Pool of Radiance to Darklands. I hate to use the critic’s cliché of “more than the sum of its parts,” but in this case it may be unavoidable. “If you’re a Dungeons & Dragons fan, you feel like you’re playing Dungeons & Dragons, but at the same time it felt like a modern game,” says James Ohlen. “It was comparable to Warcraft and Diablo in terms of the smoothness of the interface, the responsiveness.”

Baldur’s Gate started to receive significant press coverage well over a year before its eventual release in December of 1998. Right from the first previews, there was a sense that this Dungeons & Dragons computer game was different from all of the others of recent years; there was a sense that this game mattered, that it was an event. The feeling was in keeping with — and to some extent fed off of — the buzz around Wizards of the Coast’s acquisition of TSR, which held out the prospect of a rebirth for a style of play that tabletop gamers may not have fully recognized how much they’d missed. Magic: The Gathering was all well and good, but at some point its zero-sum duels must begin to wear a little thin. A portion of tabletop gamers were feeling the first inklings of a desire to return to shared adventures over a long afternoon or evening, adventures in which everyone got to win or lose together and nobody had to go home feeling angry or disappointed.

A similar sentiment was perhaps taking hold among some digital gamers: a feeling that, for all that Diablo could be hella fun when you didn’t feel like thinking too much, a CRPG with a bit more meat on its bones might not go amiss. Witness the relative success of Fallout in late 1997 and early 1998; it wasn’t a hit on the order of Diablo, no, but it was a solid seller just the same. Even the miserable fiasco that was Descent to Undermountain wasn’t enough to quell the swelling enthusiasm around Baldur’s Gate. Partially to ensure that nothing like Undermountain could happen again, Brian Fargo set up a new division at Interplay to specialize in CRPGs. He placed it in the care of Feargus Urquhart, who named the division and the label Black Isle, after the Black Isle Peninsula in his homeland of Scotland.

Interplay was already running full-page advertisements like this one in the major magazines before 1997 was out. Note the emphasis on “true role-playing on a grand scale” — i.e., not like that other game everyone was playing, the one called Diablo.

The buzz around Baldur’s Gate continued to build through 1998, even as a planned spring release was pushed back to the very end of the year. A game whose initial sales projections had been on the order of 100,000 units at the outside was taking on more and more importance inside the executive suites at Interplay. For the fact was that Interplay as a whole wasn’t doing very well — not doing very well at all. Brian Fargo’s strategy of scatter-bombing the market with wildly diverse products, hoping to hit the zeitgeist in its sweet spot with at least a few of them, was no longer paying off for him. As I mentioned at the opening of this article, Interplay’s last real hit at this stage had been Descent in 1995. Not coincidentally, that had also been their last profitable year. The river of red ink for 1998 would add up to almost $30 million, a figure one-quarter the size of the company’s total annual revenues. In October of 1998, Fargo cut about 10 percent of Interplay’s staff, amounting to some 50 people. (Most of them had been working on Star Trek: The Secret of Vulcan Fury, a modernized follow-up to the company’s classic Star Trek: 25th Anniversary and Judgment Rites adventure games. Its demise is still lamented in some corners of Star Trek and gaming fandom.)

Fargo was increasingly seeing Baldur’s Gate as his Hail Mary. If the game did as well as the buzz said it might, it would not be able to rescue his sinking ship on its own, but it would serve as much-needed evidence that Interplay hadn’t completely lost its mojo as its chief executive pursued his only real hope of getting out of his fix: finding someone willing to buy the company. The parallels with the sinking ship that had so recently been TSR doubtless went unremarked by Fargo, but are nonetheless ironically notable.

BioWare’s future as well was riding on what was destined to be just their second finished game. The studio in the hinterlands had grown from 15 to 50 people over Baldur’s Gate’s two-year development cycle, leaving behind as it did so its electrically-challenged hovel of an office for bigger, modestly more respectable-looking digs. Yet appearances can be deceiving; BioWare was still an unproven, unprofitable studio that needed its second game to be a hit if it was ever to make a third one. It was make-or-break-time for everyone, not least Ray Muzyka and Greg Zeschuk. If Baldur’s Gate was a hit, they might never have to take up their stethoscopes again. And if it wasn’t… well, they supposed it would be back to the clinic for them, with nothing to show for their foray into game development beyond a really strange story to tell their grandchildren.



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: The books Beneath a Starless Sky: Pillars of Eternity and the Infinity Engine Era of RPGs by David L. Craddock, Gamers at Work: Stories Behind the Games People Play by Morgan Ramsay, and Online Game Pioneers at Work by Morgan Ramsay. Computer Gaming World of December 1996, January 1997, October 1997, January 1998, April 1998, January 1999, and June 1999; Retro Gamer 110 and 188; PC Zone of December 1998.

Online sources include BioWare’s current home page, “How Bioware revolutionised the CRPG” by Graeme Mason at EuroGamer, IGN Presents the History of BioWare” by Travis Fahs, “The long, strange journey of BioWare’s doctor, developer, beer enthusiast” by Brian Crecente at Polygon, Jeremy Peel’s interview with James Ohlen for Rock Paper Shotgun, and GameSpot’s vintage review of Descent to Undermountain.

I also made use of the Interplay archive donated by Brian Fargo to the Strong Museum of Play.

Thursday, 06. March 2025

Renga in Blue

Keys of the Wizard: Gaps

(My previous posts on this game are needed for context.) I think I’ve squeezed most of the juice out of Easy difficulty level, even though I haven’t finished; I’m going to try upping to Hard and make at least one more post. I did manage to fix the main thing that was bothering me, the […]

(My previous posts on this game are needed for context.)

I think I’ve squeezed most of the juice out of Easy difficulty level, even though I haven’t finished; I’m going to try upping to Hard and make at least one more post.

I did manage to fix the main thing that was bothering me, the empty gap on the top level map. I’ll show that off first:

There was no puzzle involved: in the room leading to that area, I simply missed an exit. The bizarre constantly-changing exit descriptions really do make it hard to keep track. The main feature to the area is a hedge maze, which is “classical” Adventure-style; that is, it is the kind of maze where I needed to drop items to map it out and a node-based representation (as above). The only extra twist is that upon going through the maze’s exit, sometimes it teleports the player back into the maze; this is just like the maze area on the middle floor.

The maze leads to three rooms representing a library, and a one-way exit back to the regular portion of the map I was at before.

I have not caused anything special to happen here. It may be just decoration.

There was one other a gap, a single-room missing chunk on the bottom floor…

…but I think I have that one accounted for as well. The top and middle floors are now all filled, and the Sanctuary — the room that you go up from the top floor to in order to drop treasures — needs to be placed somewhere amongst the three floors according to the game’s logic. So I’m fairly confident the Sanctuary is filling that gap (meaning I can stop trying to dig down, hit the adjacent walls with a mattock, etc.)

Just like Minotaur, if you’re holding too many items you can’t go up, and the game communicates this by just repeating the room description.

Other than that, the game has been mostly tedious. The problem is that most of the mechanics are ripped out. Getting hints from the unicorn, I found

you need a ROPE to get a SCROLL
you need a FOOD to get a MACHETE
you need a TOME to get the DRAGONSWORD
you need FOOD to get the DEATHRING

and I even got a screenshot of both the hint and its ramification right next to each other, by luck:

However, on Easy none of those items seem to be important. You do not need the DRAGONSWORD to kill the DRAGON. In fact, the MACE (one of the first weapons I found, just out in the open) kills everything including both the dragon and wizard in three hits.

No special item from the Wizard, the map sometimes is out on the open on the top floor.

The only enemy I left standing was the Jester, who appears, laughs a bit, and disappears before I can finish typing BASH JESTER. It sometimes randomly picks up items and moves them elsewhere but doesn’t attack. I can say I reached the same state I “won” Minotaur at last time (killing all the imminent threats) so let’s see what Hard has to offer.

The gaps in Easy really did undercut the game mechanics significantly; the whole idea of chains of objects needed from Minotaur is gone. As far as I can tell there are no magic spells either like in Minotaur (even on Hard!) It may be just the author decided the original game was too fiddly (which is, to be honest, fair) but the fiddly parts are what made the game work.

Even if I don’t have any significant difference playing on Hard (just making something up: now instead of 1 teleport spot there are 3 of them) I’ll spend one more post on Keys as I want to do wrap-up on the adventure-roguelike concept as a whole. This represents more or less the last game in the category from 1982 (barring a certain famous game from Australia, but it gets its own long discussion) and my impression is the genre starts to peter out starting in 1983. (Not completely! But enthusiasm for games like Madness and the Minotaur starts to wane.) There’s been some recent interest trying to use “AI” to generate maps but people attempting to do so run into the same problems that people in 1982 were running into, so I think it’s a useful discussion both for historical study and modern design.

L. Curtis Boyle, Rob, and Strident all helped with finding an earlier ad for the game than in my first post. From 80 Micro, May 1982.


Choice of Games LLC

Leas: City of the Sun—Magic sleeps in the city, and it’s waking up.

Hosted Games has a new game for you to play! Enter the desert city of Leas, where humans dwell in safety behind their walls while strange and powerful fae roam the wilds. Play as one of a rare few skilled enough to explore the outside world: an agent of Den Zarel. Leas: City of the Sun is 40% off until March 13th! Jax developed this game using ChoiceScript, a simple programming language for writing
Leas: City of the Sun (Book One)

Hosted Games has a new game for you to play!

Enter the desert city of Leas, where humans dwell in safety behind their walls while strange and powerful fae roam the wilds. Play as one of a rare few skilled enough to explore the outside world: an agent of Den Zarel.

Leas: City of the Sun is 40% off until March 13th!

After making a dangerous discovery, you are sent on a mission by your Den that unfolds into an adventure that will unearth more than expected, and more than you alone can handle.

Fortunately, you’ll have help along the way. A lifelong friend hiding a dangerous secret, a mysterious and taciturn rogue, and a brilliant and charming mage unite under your banner to help save your city, and possibly, the world.

Leas: City of the Sun is a 400,000-word interactive novel by Jax Ivy where your choices control the story. It’s entirely text-based — without graphics or sound effects — and fuelled by the vast, unstoppable power of your imagination!

  • Play as female, male, or nonbinary — with options to be straight, gay, bisexual, or pansexual.
  • Explore in-depth romances with your companions.
  • Define relationships with family, friends, and mentors.
  • Set your personality through choices.
  • Brave the wilds and face off with fae, friendly and dangerous alike.
  • Tour the city of Leas, from dancing at festivals to infiltrating warehouses.
  • Choose your skillset: focus on combat and stealth, magic, or charisma to complete missions.
  • Solve a magical mystery – and step into the world’s next cycle.

Jax 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.


The People’s House—You won the election. Can you handle the job?

Hosted Games has a new game for you to play! You’ve risen to the highest office in the land—the Presidency. The campaign was grueling, but the next four years promise to be even more daunting. The People’s House is 40% off until March 13th! Rob developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with Ch
The People's House

Hosted Games has a new game for you to play!

You’ve risen to the highest office in the land—the Presidency. The campaign was grueling, but the next four years promise to be even more daunting.

The People’s House is 40% off until March 13th!

The People’s House is an interactive novel by R. F. Kramer where your choices control the story. It’s entirely text-based—over 400,000 words, without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

When you take the oath of office, your life will change forever. As the Leader of the Free World, every decision you make will shape the nation—and define your legacy. With the stroke of a pen, you can alter the course of history, but power is never absolute.

Your Vice President, Cabinet, and advisors claim to have your back—but ambition is a dangerous thing. The press is hungry for a scandal, and your political enemies are eager for a shot at the White House. Can you protect your own family from the pressures of power, or will they become collateral damage in your rise to greatness?

You entered office with a strong sense of morals and a determination to cement your vision into history. Now, it’s up to you to decide if you’ll hold on to them, even if it costs you everything.

  • Play as male, female, or nonbinary; gay, straight, or bi.
  • Shape your presidency with choices that influence your political career and the fate of the nation.
  • Keep your family happy as they’re quickly thrust into the national spotlight.
  • Exercise your powers as Commander-in-Chief, for better or worse.
  • Manage your staff and cabinet appointments to ensure an effective administration.
  • Work to join the exclusive list of two-term Presidents, fail to sway the electorate, or resign in scandal.

You won the election. Can you handle the job?

Rob 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.

Monday, 03. March 2025

Renga in Blue

Keys of the Wizard: Total Exhaustion

Thanks to L. Curtis Boyle and Rob in the comments, I now have the “box” art and manual for the earlier (Spectral Associates) version of the game. It looks like the manual is nearly identical, except for one important difference: it lists specifically what attack verbs are: SHOOT, STAB, HACK, BASH The idea, again, is […]

Thanks to L. Curtis Boyle and Rob in the comments, I now have the “box” art and manual for the earlier (Spectral Associates) version of the game.

It looks like the manual is nearly identical, except for one important difference: it lists specifically what attack verbs are:

SHOOT, STAB, HACK, BASH

The idea, again, is that you READY the weapon in question (you cannot have inventory otherwise, so any items are dropped if you ready something) and then use the appropriate verb. It does seem like some weapons are more appropriate for particular creatures than others.

DAGGER, MATTOCK, DRAGON SWORD, PISTOL, MACE, SCIMITAR, MACHETTE, LANCE

My first real combat was unintentional. I had the game running in the background as I was checking the map and manual over and when I came back the wizard had arrived and done me in (this is at the very start of the game, so it appears the wizard can go everywhere except maybe the Sanctuary).

My second combat wasn’t a real one, because I ran across the dragon all I had was a dagger (which did nothing). I’ll show off the maps later; the dragon lair is quite early in rather than buried, but it can also be fairly easily avoided.

A quick extra comment on the text above: I was trying to see if ATTACK DRAGON had any effect (it doesn’t, but I didn’t have the list of four attacks from the earlier manual so I didn’t know that). I started typing the letters “AT” and was interrupted by the dragon. I’ve had cases where I’ve had a command interrupted where I just had to re-type it in, which means you’re in a literal typing match versus the computer.

Fortunately, at difficulty level 1, monsters really don’t hurt that much (unless you leave the game idling for an hour so the wizard can whomp you in the starting room). Here I am with a MACE using the BASH verb on a cyclops who barely gave me a scratch:

COND (condition) went from 255 to 239. The cyclops also left a treasure, the EYE OF THE CYCLOPS.

Later I bashed an orc which did a little more damage, but nothing to worry terribly about:

The main worry is while exploring, you sometimes meet an enemy before you are ready (given the inventory limit of the game is low just like Minotaur, I often didn’t have a weapon at hand), so need to make a prudent exit. However, it is possible to just zip by. I assume at difficulty level 3 this will all be much more of a hassle.

Notice my casual stroll by the wizard.

With the combat out of the way for now, let’s go over the map. I think I have nearly all of it, because multiple places tout the game as having “over 200” rooms and I’m at 197. This is not as large as Madness and the Minotaur; assuming I’m not missing something major, there’s only three floors, and each floor is eight by eight.

To make it easier to visualize, I’ve rendered it like an RPG map. It is no doubt incomplete (see the big gap on the top floor, for instance) and I don’t expect I’m 100% accurate (especially on one-way door locations, it was easy to walk through a corridor and miss the fact the way back was closed off).

Top floor:

S is the starting point, and the “ridges” are places you can jump over. The stair in the northwest corner also goes up to the Sanctuary where the treasures are stored.

Middle floor:

The arrows represent “landing points” for stairs which are one-way. The upper right 4×4 portion is a “maze” with a randomized stair, where the stair has a chance of sending the player back in the maze instead of going up.

Bottom floor:

The “dead end” leads to a Temple of Apollo where going south leads to a room on the second floor.

Just to illustrate the 3D-ness of the game, here’s a sample path from the start all the way to the northeast corner of the top floor (where there is an EMPTY CAVE):

The red side path leads to the dragon’s lair.

Along the way I had to jump a chasm…

…and solve a minor puzzle where a zither in a room could be played with a PLECTRUM (the use of this is given by a hint in both versions of the manual).

The route as shown otherwise relatively straightforward on the save file I was using, but I do again want to emphasize I’m at a lower difficulty and more things are supposed to potentially happen, and even at level 1 random traps can pop up. On one of my runs, a particular spot on the middle floor had a teleport trap which I was never able to disarm:

There are multiple places with boxes that suggest some kind of treasure, but I have yet to be able to open one. I might just not be holding the right key in the right place.

The spot I find most intriguing is at the SE corner of the top floor. To get there you need to jump over a chasm where it is possible to die if you are holding too much:

I don’t know what the limit is. This is being done at full health, so that isn’t an issue.

Here’s the actual room in the southeast corner:

The wood door leads “off the map” but could easily be a teleport, maybe to the empty section on level 1. However, I haven’t been able to get in the door; I assume another key is involved? Or possibly, there’s an arbitrary use of a magic item (which would be hard to test, given the chasm prevents carrying too much).

There are many other rooms which could potentially have something going on, but it’s not obvious what item I’m supposed to be using or magic I’m supposed to cast. There’s FAIRY DUST, for instance, and the verb SPRINKLE, but where should it go? Does it even get used at difficulty level 1? I also tried checking carefully every room underneath the gap in level 1 just in case there was something special, and this statue at a dead end looks suggestive…

…but given many of the rooms are just described for flavor, the statue may mean nothing at all.

This trumpet can be played, but I haven’t found anywhere where it has an effect.

To summarize, the various mysteries are

  • The large gap on the map of the top floor and the single room missing on the bottom floor
  • The reference to a “HIDDEN TEMPLE” mentioned on the OLD MAP
  • The contents of any of the locked boxes and how to open them
  • The wooden door past the deadly chasm

Plus, of course, any “ordinary” locations might randomly hold secrets.

Is there a way to read the carvings, maybe?

I think I’m ready to do a “fixed” run where I’ll save my game and notate where all the objects are (staying with difficulty 1 for now). I’ll likely need to abuse the unicorn RNG just like Madness and the Minotaur (assuming that trick still even works!) Also (again like Minotaur) I’ll need to take many trips to get objects to the right places as the inventory limit is tight. Unlike that game you don’t have to deal with a constant state of decay, no matter which difficulty level you play at. Your condition only goes down upon being hit by monsters; on difficulty 3 the monsters start to hit faster.

Saturday, 01. March 2025

Renga in Blue

Keys of the Wizard (1982)

Our journey through adventures with significant randomization, or as I’ve termed them, adventure-roguelikes, has been seriously bumpy. To be clear, not every randomization is “significant”; random wanderings of the dwarves and pirates in Adventure don’t affect the underlying gameplay at a fundamental level, and it is still possible to play with a traditional walkthrough. Min

Our journey through adventures with significant randomization, or as I’ve termed them, adventure-roguelikes, has been seriously bumpy.

To be clear, not every randomization is “significant”; random wanderings of the dwarves and pirates in Adventure don’t affect the underlying gameplay at a fundamental level, and it is still possible to play with a traditional walkthrough. Mines, on the other hand, has the map and puzzle placement generated anew for each game, and The 6 Keys of Tangrin had a generator so out-of-control it was possible to land in a map consisting of two rooms.

Lugi is maybe the best representative for one of these games that includes map-randomization. That game also hit what I think is the big disjoint that makes RPG-roguelikes work where adventure-roguelikes struggle; RPGs tend to have multiple routes to accomplishing things, while adventures often have specific solutions in mind. It means in an adventure while puzzle X might require item A, you might just never find item A and be stuck; while futile searching for a desired item can happen in Nethack, usually there’s some kind of substitute strategy to muddle through an obstacle (if nothing else, you can hope to luck out).

Madness and the Minotaur from Spectral Associates uses the strategy of not randomizing the basic elements of the map…

It always has this 3d layout, where the grey cubes represent the maze.

…but rather making it so the monster-and-object-and-trap placement cause sufficient issues to feel like there is a random “overlay”. This is a decent strategy for an adventure, as you’re essentially playing two games at once: the specific game you’ve rolled up, and the meta-game of elements that will stay consistent between attempts. This makes every attempt feel like “progress”. Mapping in a game like The 6 Keys of Tangrin always felt particularly fruitless and robotic, far more than the random dungeon of an RPG (which you generally don’t have to put in work in map creation); by having a consistent map yet random elements this issue gets avoided.

Tom [Rosenbaum] loved to play adventure games but was disappointed in the computer adventure games that were out there because they had no replay ability. Once you solved them, playing again was exactly the same. Tom also liked board games like Civilization, and decided that a computer game with the randomness and unpredictability of games like this would be something he would enjoy playing over and over.

While Tom Rosenbaum wrote Madness and the Minotaur, the sequel, Keys of the Wizard, was written by his employee Tom Gabbard:

The first program I wrote for Spectral was Keys of the Wizard. I use the term “wrote” very loosely, because the underlying code was from Madness and the Minotaur and most of the “writing” I did was in the form of map changes, dictionary changes and room description changes. There were a few code changes and additions that changed the way battling creatures worked, and that gave a few of the creatures the ability to “catch your scent” and follow you, but it was mostly Madness code.

The earliest ad I’ve seen for the game is from an August 1982 issue of The Rainbow. I’ve never seen a copy of that ’82 version. What I have seen is the version printed by Microdeal from the UK starting in 1984. They made both a Tandy Color Computer version as well as one for the Dragon (the clone-computer from Wales). I’ll be playing the version for Dragon.

Via World of Dragon.

Despite Mr. Gabbard claiming there wasn’t much change with Minotaur, there’s one significant one off the start: this game has difficulty levels.

1 is for the “novice player” where “only a few treasures are hidden, the creatures are easy to defeat and only a few special tricks are active”. Difficulty 3 has “all the treasures” hidden with “very dangerous” creatures and “all the special tricks and traps are active”. I’m starting with difficulty 1 (as recommended by the instructions) and then I’ll ramp up to 3 later to see what changes.

The reference to hidden treasures is ominous. I remember this being one of the fiddliest parts of Minotaur, with acts as random as dropping a lantern in a particular place (which would change during the game) revealing a treasure. I am hoping this isn’t going to devolve into the sort of thing where I try every plausible action in every room just because there’s no hints where an event might happen.

Here’s two renditions of the opening room (level 1):

The room description is consistent in both cases (again, this is a fixed map). The direction descriptions randomize, and they randomize on the spot; if you look at the room again one time you may see THERE IS A TRAIL TO THE SOUTH and another time it may be A DIRT TRAIL WINDS SOUTH and on yet another it may be A TWISTING PATH LEADS SOUTH. The room description repeats if you walk in a wall but it repeats with the exit-description change listed above, so traversing the game can feel a touch surreal.

In the first variation there was a pool of water but no objects; in the second there were two treasures here right off the start (bag of pearls, small silver spoon). The treasures don’t go at the start but rather a location called the Sanctuary so it doesn’t give starting points just for lucky RNG. The goal of the game is to rescue 32 treasures and bring them to the Sanctuary (I don’t know if the game gives points for killing creatures, or if their lack of hitting the player is a reward unto itself).

The CYC-TRL-BAT-etc. along the top with 255 next to each represent the creatures of the game. It gives consistently at all times what their condition is and if it reaches 0 that creature is dead. The full list (from the manual) is

CYCLOPS, ORC, DRAGON, BAT, TROLL, WIZARD, JESTER, UNICORN

The ORC and DRAGON follow the player (see the “catch your scent” mechanic the author mentioned), the jester is a “trickster” (stealing items, maybe?) and the unicorn will give hints if you RUB HORN; I suppose the unicorn is this game’s oracle. (In Madness and the Minotaur, the way I finally started making progress was manipulating the oracle’s RNG to cycle through every possible hint.)

While I’m quoting manual things I should mention the weapons list…

DAGGER, MATTOCK, DRAGON SWORD, PISTOL, MACE, SCIMITAR, MACHETTE, LANCE

…and the verb list.

BASH, GET, LOOK, RUB, BURY, HACK, OPEN, SPRINKLE, DROP, INV, PLAY, SHOOT, DIG, JUMP, PUSH, STAB, DRINK, KICK, QUIET, TOSS, EAT, LEAP, READ, UNCLE, EXAMINE, LOAD, READY, UNLOCK, FILL, REST

QUIET pauses the game (this is in real time, so if you step away from the computer you might have a monster wander in and whomp you). UNCLE quits and allows a restart; READY is used to wield a weapon.

REST is a special mechanic for recovering strength, and it causes the monsters to “move 60 times their normal speed and recuperate at 12 times that of normal”. The “tome”, “necklace”, and “medallion” are magic items that can help wake you if a monster walks in. Of the three items one is chosen at random at the start to appear “and will be used during the entire adventure.”

I’d give the lore, too, but there doesn’t appear to be any; there’s a wizard, you need to get treasure, now go forth. Minotaur had a little lore so that makes one difference between the games, the other one being a de-emphasis on magic. There was a list of spells with lots of various effects in the original manual that don’t show up here; I don’t know if that means any magic is more item-oriented here or the manual is just being cryptic intentionally.

The game is in the same rectilinear format as before; here’s the map of the first floor without taking any down-exits:

I’m dutifully marking down the room names though it’s hard to tell how useful they’ll be with this sort of game. Can the “broken chariot” mention in the unicorn screenshot earlier be used, somehow? (If so, based on Minotaur, it’ll be an indication some random object gets used there.) At the very least the Wizard’s Hidden Temple seems like it must be significant because of a “golden box”:

The game says I can’t when trying to open the box. It might need the right key (I’ve found a DIAMONDKEY on one run but that wasn’t it) or maybe it only responds to the right sort of magic.

The upper left corner of the map lets you go up as well as down. Going up leads to the “sanctuary” which is where the treasures go; heading north from the sanctuary loops the player back to the cottage at the start.

So far on the first floor I’ve only met the jester (who just appeared and disappeared) and the unicorn, whose clues follow roughly the same format as Minotaur (“to get X you need Y”). I assume the danger starts when I go diving down, although in one case the diving was unintentional:

Even on difficulty level 1 this has traps! The triggers were rather complicated in Minotaur so I expect the same here.

An old map with a hint. I haven’t found it twice so I don’t know yet if the hint changes.

Next time, I’ll report in from level 2 and beyond. Based on the gaps I’m already seeing I expect once again I’m going to have to think of the overall geography in three dimensions.


Zarf Updates

Type Help: design ruminations

I twooted about Type Help (William Rous), a new deduction-type game which is so full of awesome surprises that it's hard to review! I have finished "Type Help", a database-style thinky narrative game which I can't think of anything to say ...

I twooted about Type Help (William Rous), a new deduction-type game which is so full of awesome surprises that it's hard to review!

I have finished "Type Help", a database-style thinky narrative game which I can't think of anything to say about it that isn't spoilery. It sucked me in hard for two straight evenings. Excellent stuff. --@zarfeblong, Feb 25

But, after mulling for a couple of days, I've come up with stuff to say after all. Lucky you!

You are handed an old laptop full of files concerning an old (1936) investigation. A houseful of people were found dead. What happened? You have audio recordings (or rather text transcripts of audio recordings) from the residents' last day. But most of the files are unlisted; you have to figure out the filenames to unlock them.

This is another offshoot of what I call the static deduction genre. (The ObraIdolTrees.) But the feel is closer to database narrative games -- think Her Story and Immortality and (going back) Portal. Right? You search through an old machine, using contextual clues to unlock new files; as you do, a story stitches itself together.

But unlike those games, Type Help makes a puzzle of this mechanic. Portal was effectively linear; you just had to select windows until a new entry appeared. The Her Story line of games involve active searching -- you have to think about what you're looking for -- but they're aggressively not puzzles. All the figuring-it-out happens in your head, or it doesn't. You're done when you decide you're satisfied.

Yes, Immortality has secrets. They all have narrative secrets. Uncovering a secret is a puzzle. But Type Help is a chain of these puzzles. To progress, you must work out who, what, where -- and then do it again for the next step. Which is to say: Type Help is a puzzle game, centrally, whereas Her Story is a searching game.

On the other hand, the game feels like a search. (Or even an offshoot of the "lost phone" genre.) You're not typing answers into the box; you're typing filenames. Progress is a new file, not confirmation of your previous deduction... But at this point I'm parsing vibes, not hard boundaries. (Roottrees, after all, had the search step and the confirmation step.) The sand-bars of new genre shift in the storm.

Have I mentioned how wonderful it is to watch this genre come to life? Every new entry is a creative take on the original "fill in the blanks" mystery concept. Maybe it's because the mystery is always a narrative. Nobody walks this shoreline unless they have a story to tell. It's not like, say, the Flash escape craze, where you could get away with cloning last week's furniture and rearranging the puzzle pieces.

And anybody can do one! Speaking of the Flash era. Cheesy pixel art? Fine. No art? Fine. AI-generated art? You're gonna get some pushback, but for a zero-budget free Itch game, it's an option. Static deduction isn't inherently text-based -- Obra Dinn was intensely visually-polished in its odd-retro way -- but there's a range of possibility open, and the zero-budget free Itch games are in the running.

One of which is Type Help, and let's get back to that. You know what Type Help does really well? Pacing. Pacing is hard in database-search games. The player can stumble across any topic at any time and you (or Sam Barlow, anyway) has to be at peace with that. I still don't understand when Immortality rolls its credits; there's some logic but it's not "when you've finished the story".

But Type Help, for impeccably structural reasons, rules on pacing. You start out in a haze of uncertainty; then you figure out a few things; then you inch forward. Then you inch some more. Work your way up and down the timeline, taking notes. And then you realize that you're walking forward, then striding... until it's a sprint to the inevitable end scene.

Where, to be sure, you probably get roadblocked on the Last Lousy Point. I did. The final puzzle is fair, I'm not complaining, but it takes considerably more guesswork and experimentation than you've needed since the first act. If you're stuck, I hereby give you permission to read the comments on the Itch page. They're full of people saying "Wow this last bit is hard" and then spilling the answer for each other. It's fine. It doesn't lessen the impact.

What else?

  • I mentioned "taking notes". Take notes. Make a spreadsheet if you're into spreadsheets. You'll need it. This is not a game you can solve in your head.

  • Someone referred to Type Help as a Twine game. I checked, and it sure is! (SugarCube.) Obviously that's Twine with a lot of custom coding. Or, really, a bunch of custom coding that uses Twine as a starting point. Nothing wrong with that; I've done it myself.

  • I dunno about the title. It's appropriate, and yes (spoiler) it's the lead-in to the gameplay, but is it really the best hook? Maybe they should have gone with The Galleys Are Dead. Yes? No? (No.)

  • Actually, it's the subtitle that annoyed me. As soon as I saw "The Unsolvable Mystery" I said "Guess there's no point playing it then" and closed the window. Didn't go back until sixty-eleven separate people told me I had to. I am a slow learner, but you can see where I'm coming from.

  • Mac Safari doesn't agree with the way Itch handles cookies. (Or maybe it's my privacy settings?) Anyhow, the autosave didn't work for me. The game suggests the "Save to disk" option and so do I. That downloads a save file which you can later upload if your browser fluffs the autosave.

    • You can also work around the problem by using Safari's "Open frame in new window" option.
    • (Of course you could restore your position by retyping all the filenames you've found -- from your spreadsheet -- but that's tedious.)
  • Yowza, I would pay money for a fully voice-acted version of this game. It'll never happen but it's a wonderful thought.

Okay, I think that's all I can say without being spoilery. (But I've thought that before...) Type Help is smart, sharply written, intensely compelling, and a great puzzle besides. I couldn't stop thinking about it until I was done, and then I wrote this post. Yay! It's good. You should play it.

Friday, 28. February 2025

Key & Compass Blog

New walkthroughs for February 2025

On Friday, February 28, 2025, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi. Another Earth, Another Sky (2002) by Paul O’Brian […]

On Friday, February 28, 2025, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of interactive fiction at Patreon and Ko-fi.


Another Earth, Another Sky (2002) by Paul O’Brian

In this sequel game, you play as Austin Colborn, a young man who wears an earthsuit made by your scientist parents. It gives you great strength and invulnerability. You and your sister Emily, who wears the skysuit, came to this isolated observatory searching for clues to your missing parents’ whereabouts.

This is the second game in the Earth and Sky trilogy. It was an entry in IF Comp 2002 where it won 1st place overall and took 2nd place for Miss Congeniality. At the 2002 XYZZY Awards, it won the Best Use of Medium award and was a nominee in five other categories (Best Game, Best Writing, Best Setting, Best Puzzles, and Best Individual NPC).

IFDB | My walkthrough and maps


Late Night at the Mall (2024) by Johan Berntsson

In this slice-of-life escape game, you play as a teenager who just got the high score on Galaga. Unfortunately, the mall closed over an hour ago and you’re locked in! Escape the video arcade and then the mall. If no one sees you, maybe you won’t be grounded all summer.

This game was an entry in PunyComp 2024, placement to be determined. It was also a participant in the Short Games Showcase 2024, placement to be determined.

IFDB | My walkthrough and map


Hangman’s Gulch (2024) by Garry Francis

In this western-style treasure hunt, you play as a grizzled old prospector who’s down on his luck. Scavenge this abandoned town for treasures to fund your trip back home.

IFDB | My walkthrough and map


Mind the Gap (2020) by quackoquack

In this slice-of-life game, you’re from Edinburgh and after a trip to Spain, you return to London to visit several old friends. Using the Tube, can you meet them all before you have to catch the night bus at Victoria?

This game was a participant in the Game Dev London’s Summer Jam 2020.

IFDB | My walkthrough and map


The Babysitter (2024) by Garry Francis

In this slice-of-life game, you play as Veronica, a teenage girl. Tonight, you’re at the Grahams’s, babysitting Anna, but after a disturbing dream, you want to make sure she’s okay. Also, it wouldn’t hurt to do some chores around the place.

IFDB | My walkthrough and map


A Dodecapedic box (2024) by Zeno Pillan

In this surreal dream-like game, you’re initially walking in the middle of a road trying to get away from a long box with twelve human-sized feet. Eventually, you feel sad about it not having a face, and you try to help it out.

This game was an entry in the Neo-Twiny Jam 2024 event where entries were limited to 500 words or less. It was also a participant in the Short Games Showcase 2024.

IFDB | My walkthrough and map


Mars, 2049 AD (2024) by Fredrik Ramsberg

In this slice-of-life game, you play as Mike, a 20-something movie actor hired to play Billy in Mr Martin’s latest thriller set on Mars. But if you want to keep your job, you first need to get rid of the girl and the booze you foolishly brought onto the set last night, and then you need to act out your scenes to best of your abilities.

This game was an entry in PunyComp 2024 where it took 5th place. It was also a participant at the Short Games Showcase 2024.

IFDB | My walkthrough and map


No More (2024) by Tabitha (aka alyshkalia)

In this short one-room horror story, you play as a cleric’s eldest daughter. His face full of hate, your father forces you into a horse-drawn carriage, bruising your arm. He wants the nuns to deal with your insolence. No fidgeting! No talking!

This story was an entry in the Le Grand Guignol (English) division of Ectocomp 2024 where it took 9th place. It also placed 2nd overall in the Gothic Horror Jam #2 event, and was a participant in the Short Games Showcase 2024.

IFDB | My walkthrough and map


IFTF Blog

New IFTF Committee: Institutional Relations

We are pleased to announce the creation of our new Institutional Relations committee! You can learn more by reading our charter here. The intent behind this committee is to help support IFTF in establishing and nurturing relationships with institutions that align with our vision. Over the years, we have realized there are so many of them! Other non-profits (related to digital arts, video games, op

We are pleased to announce the creation of our new Institutional Relations committee! You can learn more by reading our charter here.

The intent behind this committee is to help support IFTF in establishing and nurturing relationships with institutions that align with our vision. Over the years, we have realized there are so many of them! Other non-profits (related to digital arts, video games, open source, etc.), educational institutions, libraries, museums and other preservation-oriented folks, video game studios, but also government bodies and granting bodies, and everything in between!

While IFTF has established a number of great institutional relationships over the years, there wasn’t necessarily formal internal resources or structures that could help in supporting these relationships; with so many committees with different goals and activities, there was a risk of a lack of coordination or visibility, and missing identifying interesting opportunities or potential synergies. This committee’s goal is to help with this, and also support the org more generally in things like communicating IFTF’s impact to various interested stakeholders more effectively, or having a more structured and more long-term-focused approach towards fundraising. We believe this is an important step in IFTF’s maturation, and we are very excited about it!

Our committee has a few members to get started with, however we’re definitely interested in onboarding more folks! If you like building bridges, or know a few people in fields related to what we do, like to find missing puzzle pieces, enjoy the thrill of finding new partners, have some fundraising experience — or if just like interactive fiction and would love to help us and maybe gain some skills, please get in touch via email and we’d be thrilled to chat!

Thursday, 27. February 2025

Renga in Blue

Magic Mountain: Ferocity Unknown to Man

I’ve finished the game, and my previous post is needed for context. Generally speaking, with this size of game, there might be one or two moments at most where a highly nonstandard verb gets used instead of a regular one (FRISK instead of EXAMINE, or from the Pharaoh’s Tomb game we just played, WALK THROUGH […]

I’ve finished the game, and my previous post is needed for context.

Generally speaking, with this size of game, there might be one or two moments at most where a highly nonstandard verb gets used instead of a regular one (FRISK instead of EXAMINE, or from the Pharaoh’s Tomb game we just played, WALK THROUGH DOOR rather than ENTER DOOR). This game has four such moments. In at least the first case the author was doing it intentionally. I’m not sure why, but the author (Mike Farley) seems perfectly fine with inconsistency across similar actions in the game. So one door you might just type IN while another you might ENTER and yet another you might GO THROUGH.

At least to start, the game gives a little help in the ZX Spectrum version. I went back and noodled with the metal door and after enough failed attempts I was prompted by the game if I wanted help. (This is like the Crowther/Woods Adventure style hint system, which is still pretty rare.)

The game wants us to PULL DOOR. This allows the verbs IN and OUT to now work. Inside is a vault with a gold coin; in the ZX Spectrum version there is a message on that wall.

The gold color was used to signal treasures in Pharaoh’s Tomb, but remember that here our goal is to find a scroll of wisdom, not gold treasure.

The ZX81 version of the game just says “I AM IN A LARGE VAULT / THERE IS A CLOSED STEEL DOOR”; it also has the difference that rather than using IN and OUT, the game requires PULL DOOR every time the player wants to enter, and PUSH DOOR every time the player wants to leave. Basically it’s going for this comic:

An apt demonstration of the feeling of playing this game.

The RETURN mentioned in the vault room has a double-meaning. Most clearly (to me, at least) it refers to the coin itself, and if the coin gets used (as we’ll do shortly) it returns to the vault. There is no hint to this in the ZX81 game.

The second meaning is that the carpet will fly with the code word RETURN; this is totally optional as you can just walk out the cave with the carpet; it’s the ZX81 version of the game that won’t let you pick it up. (I don’t know why it didn’t work for me before. I’m guessing I had tried GET MAGIC and GET CARPET in the ZX81 port and just GET MAGIC in the other, but the game wants it referred to as a CARPET.)

My last ZX81 screenshot. If someone knows what was going on with the cryptic message about THAT feel free to drop a note in the comments.

Given the two hints that showed up in the Spectrum game I decided it was time to switch to that version entirely.

The gold coin from the vault seemed to (and fortunately, did) obviously go to the dwarf that was hawking scythes.

Remember, the coin is re-usable and goes back to the vault.

Given the limited locations available, it occurred to me the bamboo forest might be good candidate for the scythe; indeed it was, as using the scythe gave a bamboo cane. With the cane I could USE CANE while at the out-of-reach rope…

…opening up the possibility to SWING ROPE.

Next up comes a “Windy Gulley” with a spider guarding a “corked bottle”. Attached to the room are a “Wet Cave” and a “Cold Cave”; there’s a lizard that (by random) shows up in one of the two. (Remember the “by random”, it will come up later.) I fortunately had the right item in inventory for the game to handle GET LIZARD:

I then immediately took it over to the spider; I figured the lizard would eat the spider, but DROP LIZARD and RELEASE LIZARD and so forth did nothing. The right action is OPEN CASKET. Previously, OPEN CASKET didn’t even work, leading me to believe I was dealing with an open container, but no. The author is treating all the parser actions like they were attempts at solving puzzles, rather than possible manipulations of a world model. This is counter to the typical models in both Crowther/Woods and Scott Adams and most modern games.

I wouldn’t call it entirely the fault of the Trevor Toms system; at least with the previous game we played (Pharaoh’s Tomb) there were world-model elements. I’m guessing Magic Mountain was Farley’s first game (even though it gets listed last on the sequence of games for the tape) and he was still coping with technical issues.

Moving on from killing the spider, I got the “corked bottle” but wasn’t quite ready to handle it yet. First I had to deal with another parser annoyance.

The blankets can be taken; the big trouble is with the trapdoor. OPEN TRAPDOOR? No. How about DOWN, or maybe IN? Or ENTER TRAPDOOR? GO THROUGH TRAPDOOR? All good tries, but no. The game wants LIFT TRAPDOOR.

The book has the words RISE AND SHINE, although they look blurry unless you’re wearing the wizard’s hat.

Heading back to where the spider was, going east leads to a dead-end.

I had a guess (after some futile magic word attempts, see above) the bottle was supposed to work there; if you try to break the bottle you get killed by a very angry genie.

However, OPEN BOTTLE was not understood. The game is fishing for a very specific verb: UNCORK BOTTLE.

Then comes possibly the hardest puzzle in the entire game: phrasing the command to the genie in a way it will actually do the right thing. The walkthrough told me MOVE ROCKS (there are no rocks in the room description, you just have to infer that’s what the author means).

You can now go south to a “crevasse”…

…and there are two ways to deal with it which take you to different places. Realizing this is arguably the hardest “legitimate” puzzle in the game (that is, it’d be hard even with a perfect parser where communicating with the genie, opening the trapdoor, etc. was simple).

First, you can TIE BLANKETS in order to form a rope, then use them to climb down into the crevasse, finding a lantern in the process.

Second, the magic carpet works here with RISE AND SHINE. It is unclear why the words just result in a sassy response from the parser in other places (rather than the magic carpet twitching and failing to go anywhere, say, like a properly hinted game would).

The south edge of the crevasse has a vending machine which dispenses matches as long as you insert a coin. Remember the coin spent at the dwarf re-appears at the vault (or at least a new one duplicates back at the vault); fortunately going over the crevasse with the carpet is not a one-way trip so it’s possible to backtrack.

You need to backtrack again anyway in just a moment for yet another coin, as there’s a witch selling parchments.

The last coin use. The magic re-appearing coin was my favorite part of the game, although I don’t know I would have felt without the “always return” hint. Also, notice the inconsistency: we had to GIVE COIN for the dwarf, but here the game wants BUY PARCHMENT.

The parchment says PHOOEY, which gets used near the end of the game. Near the parchment-seller is a dragon that we need an item first in order to defeat.

Near the witch is a house where you’re supposed to LIFT SLATS (not GET or PULL) and … look, I admit I just got this one out of the walkthrough. It’s not terrible as the use at the trapdoor but it’s still pretty dodgy without some synonyms.

The secret room you find under the slats.

With the keys in hand there’s still the dragon to deal with, and this is a puzzle that’s more likely solved via passive means rather than actively thinking it out. One of the rooms in this area is a “dark gully” and if you have the lantern going it will reveal a new object. (You need to LIGHT MATCH, and then the lantern is lit if you wait a turn more. Only then walk into the dark gully.)

The sword is sufficient to kill the dragon, although at first my attempts to walk in the dragon room were still being stopped. You have to type KILL DRAGON even though the dragon isn’t in the same room as you.

Last area! Let’s bust out of this joint.

First comes the place where the keys (A, B, and C) from below the witch’s house get used.

The game inquires about an order. There’s six possibilities (ABC, ACB, BAC, BCA, CAB, CBA) and for me the order was ABC, so I didn’t have to try very hard. According to one of the walkthroughs you can ask the dwarf your fortune and get the sequence from him, but working out how to say that (DWARF TELL FORTUNE, I hate this parser) is far tougher than just ramming through six cases.

The rest is straightforward; there’s a storage room with some oars, followed by a river with a dinghy (the author was nice enough to describe it as “portable” so I picked it up before using ROW DINGHY, otherwise it might have taken more parser struggle).

This lands the player next to a “Scroll Bearer’s Path” where going west kills you rather vividly (“The Mountain’s powerful forces combine and blast me with a ferocity unknown to man!”)

You need to head north to scoop up the Scroll of Wisdom first (which is, sadly, not READable, but this was not a surprise).

Trying to leave results in you getting pushed back by an evil force, but as the only unused things I had were

1.) the quill pen
2.) the word PHOOEY

it was not hard to pass through.

The quill pen is a red herring and never gets used.

Just to summarize, the game gave active trouble

opening a door
opening a trap-door
opening a bottle
commanding a genie

with lots of small issues besides (like “BUY” instead of “GIVE” depending on the vendor). This may not read so horrible when I’m conveying what happened in brisk prose, but I assure you each point of getting stopped represents a long amount of time, in some cases 30 minutes or more. While some of it was technical trouble, I think the author also had a walkthrough in mind that seemed reasonable without thinking about the effect on the player. One can see after the fact how MOVE ROCKS would be an appropriate command, but without mentioning them the puzzle becomes a far different experience than intended. Or maybe the author’s technical chops at this point allowed for no synonyms, hence UNCORK rather than OPEN (rather than having them both)?

We’ll see Mike Farley again in 1983, as he does have one more game, this time solely for ZX Spectrum. Hopefully it’s more along the lines of Pharaoh’s Tomb than Magic Mountain! Before checking out I wanted to mention one more quote from the author, back with his comments in Sinclair User; or rather, a quote from Philip Joy (who wrote the article) paraphrasing Farley:

He says that any game advertised as a new set of dungeons each time the game is played cannot be a real adventure. Games such as Catacombs, Perilous Swamp and Oracles’ Cave were in this category. This view could be taken either way but I feel that a real adventure should have the same story each time it is tried.

I find it fascinating that we’re getting some “gatekeeping” as to genre here; plenty of RPGs have been marked as Adventure at this time and the concept of a self-contained game-genre was just starting to be formed. (I’m not thrilled about the term “gatekeeping” as I don’t think sorting games is necessarily a negative thing; the mere act of coining “walking simulators” ended up creating more of them as authors now had a way of hitting the right target audience who wanted more of that kind of experience.) We’re still in the age where people have tried all sorts of adventure-roguelikes — with randomizing of elements including the map — but adventures have never been fully comfortable with randomization. I find the quote also interesting in that Farley had a random element in Magic Mountain (the lizard); perhaps this was something he discarded after experimentation, but why including it in the ZX Spectrum version of the game then?

All this is a funny segue since we’re about to hit a game with heavy randomization, the sequel to Madness and the Minotaur, which remains one of the most difficult games I’ve played due to its logistics and tricky map. Will it murder me as much as its predecessor?


IFTF Blog

IFTF Officer Transition

On February 22, 2025, IFTF elected two new officers to the roles of Treasurer and Technical Officer. The former position is being filled by Colette Zinna, while the latter, a new role, is being filled by Doug Valenta. Previously, these tasks were handled jointly by Andrew Plotkin, whose term on the board finished in March 2024 and whose time as Treasurer has now also ended. The board thanks Andrew

On February 22, 2025, IFTF elected two new officers to the roles of Treasurer and Technical Officer. The former position is being filled by Colette Zinna, while the latter, a new role, is being filled by Doug Valenta. Previously, these tasks were handled jointly by Andrew Plotkin, whose term on the board finished in March 2024 and whose time as Treasurer has now also ended. The board thanks Andrew for his many years of service to the organization’s administration; he will be continuing as the chair of the IFArchive committee and helping with the NarraScope conference.

Colette Zinna is a longtime fan of narrative games and an occasional game developer. She’s attended or volunteered at NarraScope every year since it began.

Doug Valenta is a programmer and creator focusing on games, narrative, language, and the web, and a two-time NarraScope speaker. Doug works as a software engineering manager, leading a platform engineering team at a data management startup. He lives in Portland, Oregon with his partner and two dogs.

As we celebrate our two new officers, we look forward to the organization’s continued growth as we continue to expand our purview, operational activities, and service to the world of interactive fiction and narrative games. You can read more about IFTF’s leadership, and join us on the Intfiction.org Forums to toast the new officers.

Monday, 24. February 2025

Renga in Blue

Magic Mountain (1982)

Here we embark on the final part of the trilogy from the ZX81 Adventure Tape 1 as published by Phipps Associates and written by Mike Farley (see previously: Greedy Gulch, Pharaoh’s Tomb). The collection of three games was based on the Trevor Toms system used in The City of Alzan. The Toms system itself was […]

Here we embark on the final part of the trilogy from the ZX81 Adventure Tape 1 as published by Phipps Associates and written by Mike Farley (see previously: Greedy Gulch, Pharaoh’s Tomb). The collection of three games was based on the Trevor Toms system used in The City of Alzan. The Toms system itself was based off the code in a August 1980 issue of Practical Computing. Additionally, Farley was an admirer of the Artic games, again based off the August 1980 issue (derived directly).

The package served as an advertisement of sorts for both the ZX81 Pocket Book and the make-your-own-adventure system that gets mentioned within, as the instructions include a sample from City of Alzan as well as ordering information (book for £5.95, accompanying cassette £5.00).

132 PAGES OF GAMES, USEFUL SUBROUTINES, ARTICLES ON EFFICIENT PROGRAMMING, USING MACHINE CODE, USING THE TIMER, HOW TO CREATE ADVENTURES PLUS MUCH MORE.

The games were republished in 1983 individually for ZX Spectrum. With Magic Mountain — for reasons you’ll discover — I decided to play both versions, meaning I gritted my teeth and make it through the screen-clear-as-you-type interface on ZX81. I’m stuck at the same part in both versions. I might normally just bust out hints now, but the nature of where I’m stuck involves a “crossword clue” (maybe) which lends itself to crowdsourcing. That is, assuming you aren’t reading my archive, I’m stopping at a point where you, the one reading this might now, might be able to figure out what to do next.

The three-game ZX81 collection was also republished in 1983 with a new cover, as shown. Via zx81stuff.

Our goal is not to collect a hoard of treasure but rather to find the Scrolls of Wisdom on Magic Mountain. Maybe they’re the Four Vedas. Score is given by progress rather than by placing treasures back at the starting room.

Rather oddly, the directions state the possible directions are north, south, east, west, and down. No up.

The ZX81 version of the game starts with

I AM AT THE FOOT OF A MOUNTAIN
PATHS GO EAST WEST AND DOWN

and you might notice the ZX Spectrum version does not say anything about the east and west exit. I’ve been needing to test exits on the revised version but never on the ZX81 one (although to be fair, on Pharaoh’s Tomb, the extra CLIMB SLOPE at the start was just as secret there as on the ZX Spectrum version of the game).

All this is to say: it’s easier to map out the ZX81 version, not only because of the issue above but also because there’s a maze right away and the player doesn’t have to wait for the graphics to slowly redraw at every step.

Red-marked exits go to the red-marked Maze room. The blue north exit off Edge of Fissure is on the ZX Spectrum version of the game; the ZX81 map just has the exit from that room going to the west.

Prior to the maze let’s take the starting east-west chunk. From the far west is a “cave entrance” and no way I can find to enter (ENTER CAVE, IN, GO IN CAVE, etc.)

The casket is a “box” in the ZX81 version and OPEN BOX / OPEN CASKET doesn’t work.

Just to the east is a room with a steel door that appears to be locked. At least here I don’t feel like I’m missing a parser trick.

Note that the east/west exits are given here. The inconsistency is quite frustrating.

One more step goes to the starting room which you’ve already seen, and then on the far right there’s a rope just out of reach along with some soft shoes. I’ll give the ZX81 screen this time:

I think it’s possible this is simply showing action in medias res. That is, we are supposed to assume the rope was used in a prior attempt (either by the current protagonist, or a prior adventurer). The back of the ZX Spectrum version of the game reinforces this:

An out-of-reach rope above a rock fissure is the only way into this Magic Mountain — or is it? Rumour has it that there are vast stores of treasure inside, but legends also tell of huge poisonous spiders, lizards and magic at work — you’ll need more than just cunning to come out of this in one piece! An Adventure which uses split-screen graphic pictures and scrolling text window, and machine coded English command line scanner for fast word recognition.

Heading back to the start and going down leads to a “large cave” with a quill pen as a dwarf selling scythes:

The fortune telling got added for the ZX Spectrum version.

Past that is the maze already mapped above; note that it follows the same “sinkhole” pattern where most wrong exits funnel back to the start. This has the specific effect of making it harder to get to the exit randomly, with the side effect of feeling unrealistic.

At the last step of the maze before looping back to the dwarf, you can go down instead of n/s/e/w to find a hidden cave.

This is the part where I am truly and completely stuck and appeal to y’all reading this right now. The carpet can’t be taken, so it seems like the intent is to fly away with it on the spot, but the obvious commands (like FLY CARPET) get nothing. The ZX Spectrum version of the game doesn’t even provide any guidance with HELP.

The ZX81 version of the game, on the other hand, does!

I suspect this might be an intentional guess-the-phrasing puzzle rather than an accidental we-left-out-tons-of-synonyms one. (See for comparison: riding the camel from The Sands of Egypt.)

BOOK THAT TO “WHERE”

The clue might be literally cryptic, as in “cryptic crossword” of the kind common in the UK. That’s at least how the review from the May 1982 issue of Sinclair User refers to things. It did occur to me that the highlight on HAT was referring to the wizard’s hat from the opening room, but that hasn’t helped me in my tussle vs. the parser. Any recommendations are welcome!

Sunday, 23. February 2025

Renga in Blue

Pharaoh’s Tomb (1982)

Shockingly, this game’s name does not clash with one I’ve already played yet; we had Pharaoh’s Curse and King Tut’s Tomb but never put the two together. CASA has one other game with the same name but lacking a year. It was published by Leon Young Software Company (LYSCo), an Australian company that didn’t exist […]

Shockingly, this game’s name does not clash with one I’ve already played yet; we had Pharaoh’s Curse and King Tut’s Tomb but never put the two together. CASA has one other game with the same name but lacking a year. It was published by Leon Young Software Company (LYSCo), an Australian company that didn’t exist until 1984. Hence, we’ve got a ways to go before the two games do battle.

This is the second game on the ZX81 tape that contained Greedy Gulch. The original tape was later ported (with graphics) to ZX Spectrum. Greedy Gulch was obnoxious to play due partly to some misleading text in the ZX Spectrum version, and I thought about going back to ZX81 for this game, but then I started playing and it went to that update-screen-every-keystroke type screen we saw with Planet of Death. Again, I’m going to be polite and not give a video, but let’s just say it pretty quickly drove my back over to the ZX Spectrum game, even given my previous experience. I’ll give the opening room as it looks on ZX81, at least:

To be fair, I did use the word “partly”; the worst thing about Greedy Gulch was a desert with slow screen draw which required trekking across many times. A Egypt-themed game could have the same problem but it fortunately starts the player right next to the Tomb in question; the rough equivalent turns out to be a maze which requires multiple treks but it turns out to still not be quite as irritating.

Before starting the raid (gather all the golden treasures, bring them to the oasis at the start) I wanted to refer to some comments by the author in Sinclair User, December 1982. He calls the first three Artic games (Planet of Death, Inca Curse, Ship of Doom) the best he had ever bought, and Inca Curse in particular has a little influence on this game I’ll bring up later.

You start just south of the tomb next to a box of matches, and need to go north and PUSH ROCK to open up the tomb. Afterwards the command IN gets used here to go inside, and this is the only place in the game this is used. (Ominous forewarning.)

Walking in with the book of matches turns out to be a mistake, because there’s a “fire room” immediately upon entering that burns them up.

The most annoying of the game’s softlocks, but at least this is early.

From this point things open up, so here’s a map:

Lying out in the open are a “magic cloak” and a “magic ring”. The magic cloak, when worn, says it turns you invisible; the magic ring does nothing (yet).

This invisibility is important because there’s a “large wooden door” with a warning sign that ALL PEOPLE WILL BE KILLED ON SIGHT. The trick is to not be in sight; entering leads back to the start of the tomb, right before the fire room.

This puzzled me at first but I realized another item susceptible to the fire room is a block of ice (in an appropriately named “ice room”).

You can use the death-passage to take the ice back to the book of matches; then, while holding both the ice and matches at the same time, the fire room will melt the ice but not set the matches on fire. I assume the idea is you are holding them “together” so the ice serves as protection, even though the player doesn’t actively provide a verb.

The ice has melted – I had better leave NOW!

The opening rooms also have a fan in addition to a “storage room” with candles, a master key, and a ladder; the candles light by typing USE MATCH while holding both the candle and book of matches at the same time. There’s a weird room where you get trapped in a magic lamp (??) and the rub the lamp from the inside in order to get out, leading to a room with a heavy slab.

Finally, there’s a “Guards Room” with a lever and chain. Pulling the lever causes rumbling in the distance; this opens a door on a timer, and you need to get down to where the door is quickly in order to beat the timer, so let’s check that part of the map next:

Red exits lead to the red-marked Maze room.

You can get in here by going down from the Ice Room. There’s a gate that locks behind you; just a bit in there’s a “scale room” where you can drop that heavy slab from the lamp room in order to weigh it down and push the gate back up. (The scale room also contains an axe which seems to be a complete red herring, which is not in this author’s usual style, I’m not sure if the author had a puzzle in mind and ran out of space.)

Past the scales is the maze.

This is a “sinkhole” style maze where there is one central room that gets dumped in as a trap of sorts, but there’s also forced loops through. The first loop leads to a Death Dungeon; down from there (entirely a secret exit, no description) there’s a room with a gold brick, and getting back to the Death Dungeon requires taking a second loop.

You need to also do a third loop because of the timed lever I mentioned earlier; you can handle the brick and the timer at the same time. So on a third loop you can head west from the Death Dungeon to a Guards Room.

This is the absolute worst part of the game. Not the timing: entering the door after it is open. I spent ages on this part.

GO DOOR
GO DOORWAY
ENTER DOOR
ENTER DOORWAY
W
N
S
U
D
OUT
IN
LEAVE
ENTER
EXIT
LEAVE
IN DOOR
ENTER ROCK
GO ROCK
WALK OUT
USE DOOR
USE DOORWAY

Maybe something hidden was making it impossible to enter? I tried different inventory combinations in addition to throwing every parser combination I could think of, and eventually (after spending two days stuck on this one part) I had to just check a walkthrough and find that the game was wanting GO THROUGH DOOR. This game only mostly has a two-word parser.

The other annoying thing to point out is that while the game technically gives you time to nab the two treasures past the door (the statue, seen above, and a golden mask) it gives absolutely no extra moves, and making a typo or even hitting ENTER accidentally counts as a move. I got trapped one time through for an accidental ENTER-press. (One other approach is to only nab one of the treasures, head back to the lever, and then repeat the whole process again.)

With that out of the way, let’s try tackling a different section.

Down from a “Snow Room” near the Ice Room there is a “Sacrificial Chamber”. If you enter without holding the ladder you’ve softlocked the game as you can’t get out.

Going farther in requires a lit candle; there’s a room with wind that will randomly blow the candle out so you need to keep the book of matches handy as well.

There’s a plank out in the open that gets used fairly soon after:

South from the Rock Chamber leads here. To go back north you need to USE PLANK. Weirdly, you can still go south from the Rock Chamber even though the path has now crumbled. I’m guessing the author thought of this part “cinematically” rather than in a simulationist sense.

This then leads to a variety of rooms that serve mostly color…

…along with a golden ram and golden necklace which are treasures that need to go back to the start.

“Serve mostly color” is worth a little more attention; take a look at the section of the map:

The Hall of Mirrors-Sphinx Room-Glass Store system reminds me of Inca Curse having small clumps of rooms that don’t really serve a purpose other than to be described as rooms. In a way, the accumulation of rooms (having only their name in the original ZX81 version) makes for a way of describing a region without having any depth to the room descriptions.

From Inca Curse, which says no more than YOU ARE IN A KITCHEN etc. The intent seems to be to “decorate” the area while maintaining the very low file size forced by technical limitations. The ZX Spectrum version of Pharaoh’s Tomb is able to have longer room descriptions but it’s simply a port from a pack of three ZX81 games stuffed on one tape.

The last section I also needed the walkthrough on: to the south of the Storage Room (which had the key, ladder, and candle) there’s a room with a “sound lock”. I had found no musical instruments.

Way back at the start, I missed that the oasis had a line “THERE IS A MOUNTAIN SLOPE HERE” which needed to be interacted with. You can CLIMB SLOPE and find a horn. This is rather like a left-to-right platformer where you start the game by going left into a secret area.

Blowing the horn opens the lock to the last part (for me) of the game.

It’s fairly straightforward here except for a “magic panel” blocking the way. This requires arbitrary use of magic, and the only thing that made it solvable was I had one item I hadn’t used yet: the magic ring. Rubbing it lets the player pass through.

The last treasure (a golden rod just past the sound lock, and the golden shield) was all I needed for victory.

This did end up being more pleasant to play than Greedy Gulch; while there was some inventory juggling it didn’t take literal hours to fully resolve, and the puzzles in the end were mostly straightforward things that the parser could handle. I just need to remember the author’s tendency to sometimes lapse into a three-word parser, because coming next: Magic Mountain, the last game off Adventure Tape No. 1, followed by Keys of the Wizard, the sequel to ultra-difficult Madness and the Minotaur.


Zarf Updates

My last day as IFTF Treasurer

In October I wrote: This leaves me with two big IFTF roles: Treasurer and IF Archive lead. I'm happy with the IF Archive job; I figure I'll hold onto that for a while. But it's getting to be time to hand off the Treasurer job. I've been doing ...

In October I wrote:

This leaves me with two big IFTF roles: Treasurer and IF Archive lead. I'm happy with the IF Archive job; I figure I'll hold onto that for a while. But it's getting to be time to hand off the Treasurer job. I've been doing that since, well, since day one.

Today the Board formally voted in Colette Zinna as IFTF Treasurer and Doug Valenta as IFTF Tech Officer. Both of them have been around IFTF for a while (and in person at NarraScope). They're cool. I've been getting them up to speed since December. Now they are, as it were, speedy.

So that's me done! As Treasurer and de-facto tech guy, that is. As I said, I'm still IF Archive chair; I expect to do that for the foreseeable future. And I'm helping with NarraScope. No doubt other tasks. But I've attended my last board-and-officers meeting.

Of course I'm still a resource for the new officers. There will be many more questions like "How does this thing work that you set up five years ago?" But that's just... helping out. We all do that, as we can.

Keep doing that, as you can.