I played this game on this Apple II emulator: https://www.scullinsteel.com/apple2/
It's a parser game with one or more custom images per location. The parser isn't super responsive by modern standards but is reasonably understandable.
Beyond normal puzzles (like capturing a lizard or shooting an allosaurus with an improvised slingshot), each time you meet a dinosaur you have to type in its name. If you get it wrong, it zooms in and gives you a hint. Getting it wrong again makes it tell you to look at the Dinosaur Handbook which, unfortunately, does not seem to be archived along with this game. I got stuck on a horny-beaked dinosaur I could not identify.
The game was interesting but didn't move me emotionally, and I wasn't invested in completing it.
This Scott Adams game was designed with the retro format in mind. The download includes source code with design notes, and it's fascinating to see the discussion of how many lines of text will fit where and what needs to be removed.
This game is a shortish text adventure using the Scott Adams format (short in the sense of 7 treasures and about 16 rooms; it takes a good hour or more to finish without hints, longer if you get stuck like I did). It's based off of Hamlet and contains many joking references to it.
This is a hard game. Much of the ease of modern parser games comes from adaptive hints or helpful responses to incorrect actions. This game has some of that, but only so much can fit into the constrained format. I had to request help and then discovered the (well-commented and organized) source code provided in the download.
While I appreciate the craftsmanship in the game, it definitely is the type to be solved by careful exploration of the state space and deliberative thinking, as opposed to my general play style of 'charge ahead recklessly and see where the story takes me'.
I will say that I think this is much more successful as a game than Graham Nelson's adaptation of The Tempest or my own Sherlock Holmes adaptations.
Andromeda Apocalypse is one of the best-crafted games I have seen. In this mid-length sci-fi game, you explore an abandoned station that is part Sphere, part 2001: A Space Odyssey, and a little part Alien.
The game features a compelling main NPC, a map that flows well in your mind, and puzzles that lead the player on from piece to piece in a natural way.
Instead of traditional scoring, the game includes achievements. At first, I thought this would make the game worse, but the achievements became a puzzle themselves. ('How do I get the 'Ellen Ripley' achievement?', I found myself asking.)
I would recommend playing Andromeda Awakening first, because this game is a sequel. Awakening is a good game, in and of itself, but Apocalpyse is the better of the two.
I recommend this game for everyone.
This was the first truly funny IF game I played, and I remember it was one of my favorites when I first played IF, although I haven't been as interested in replaying it. I didn't understand the work that went into IF at that time; looking back, this game must have taken an enormous amount of effort.
You are a toddler trying to get their favorite toy. Your competition is the red-headed toddler, who is mean and wants the toy, too. You navigate around several toddler NPCs who you can manipulate into different actions and movements. There are also several 'Parent' NPC's who carry on a background conversation (some of the best parts of the game). You can manipulate them as well.
This is a mid-length, semi-linear comedy game. It is split into several acts. The main appeal is the writing, although the puzzles are well-crafted. Even side things are well-implemented; you must drop everything to hold the big plush book because your little hands are too small.
This is by far the largest game I have ever played in terms of text. Unlike most interactive fiction games, the story of Worlds Apart was years in the making, and was the authors main outlet for sharing a world they had imagined their whole life.
This game is set on a completely alien world, with different plants, people, animals, and history. The amount of detail in the game is massive, with NPC's that respond to dozens of topics, every item in the game being implemented in six senses, and a dizzying amount of locations. The game even contains two mini-books, one of which would make a good-sized pamphlet in real life. Just reading the game would take several hours.
I loved this game. However, because of its size, when I got stumped on the puzzles, it ruined the atmosphere. I started looking at the hints once I had exhausted all of the obvious options, because I wanted to read more of the story. But I didn't rush, and I tried to experiment with everything that I could find.
I recommend this game to everyone.
This classic game is exceptionally well-written and implemented, together with a well-done hint system.
The game features a pretty small playing area that is packed with objects and several NPCs that take interesting actions.
The game is hard, and I had to rely on hints much of the time. The puzzles require creative uses of a large number of objects gathered from different areas, and some large leaps of intuition.
The plot is about the nature of reality, and it has several mind-benders, which is why I am not describing it as much.
This was one of most vivid games I have played. The story reminded me of some of my favorite books I read as a teenager. I'd rather not spoil any of it here, though.
The implementation was very interesting, using a combination of standard inform commands and keywords for conversation.
The puzzles were simple, and written in such a way that you always knew what you should be trying to do, even if you hadn't figured out how to do it yet. The game seemed thoroughly tested, with multiple endings.
I'm giving the game 4 stars instead of 5 purely because of length. As a shufflecomp game, it is among the very best I have seen.
At the time I first played it, this was the only Twine game I'd played through multiple times. It takes less than 20 minutes to play, with some very mild puzzles. The genre is creepy horror (as opposed to grossout or Lovecraftian).
The writing is well done. Of the four main areas, I felt one was weaker than the others, but on the second playthrough, I found it even creepier than the others.
The reason I enjoy this game is something others may not care about. I enjoy it because it almost feels ritualistic, like a Greek mystery play about life. The format, the pacing, the repetition, is very successful, in a way different than Porpentine's use of the same elements. I see myself revisiting this game every now and then for the fun of it. Others may have different responses.
This is a Christmas-themed game with the same gameplay style as Curses or Zork. The character explores a very large shopping mall after hours, trying to get a Christmas present. The feeling of loneliness mixed with wonder gives a nice atmosphere to the game.
The puzzles range in difficulty from very easy to very hard. You should assume you will use the hint system, which is wonderful. Puzzles include mindbenders, find-object-use-object, and some big mazes.
I enjoy games that are too difficult to completely beat on your own, but are large enough and non-linear enough to give even casual players hours of entertainment before turning to hints. This is such a game.
The endgame puzzles are frankly too difficult with too little reward. The game was very fun right up to the time you get (Spoiler - click to show)a ball from Santa. Everything after that felt like work. It may be because I relied so heavily on the walkthrough at this point.
Great game for someone who like Curses and wants a similar experience.
This game, made for a Speed-IF and never fully developed, reverses standard tropes. It may not even work as a longer game; as it is, could just use a little polish.
You play as one of/a series of young boys applying to be a household servant. As a 'test', you must resist several things tempting to an adventurer: a key in its lock, a partially-open door, a covered dish, etc.
It's cute and short. There are some bugs and it is not polished, but I enjoyed it.