I've always enjoyed games that take place in space, especially on failing space vessels (e.g. Mission Critical, Seedship). I fell immediately for Fail-Safe's hook, which entails playing the role of mission control talking to the lone survivor on a failing space vessel.
Ingold does an incredible job at building a tense atmosphere based entirely on conversation. His decision to disable most basic interactive fiction commands (save, restore, inventory, etc.) was perfect in keeping the player locked into the moment. It wouldn't work in a longer game, but given the brevity here it was the right move.
The only thing that pulled me out of the game a bit was that mission control had some jargon that mission control would know but were not obvious to me, making a couple of things less clear. However, the decision to have (Spoiler - click to show)an unreliable narrator is pulled off very well. It's a huge risk for sure, as it can seem like pulling the rug out, a cheap trick as it were. However, there are a few clues sprinkled in that I didn't pick up on that in hindsight I should have. All I could do was tip my cap to the author and replay.
Definitely worth a look if you're in the mood for something short and immersive.
Hollywood Hijinx is one of Infocom’s unsung gems. Your rich aunt has just passed on, and you were the favorite nephew chosen to inherit the large fortune. However, she needs to know if you are clever enough to be worthy of holding the family finances. She has given you twelve hours to explore her mansion and find the ten “treasures,” or leftover props from her husband’s popular B-movies.
The twelve-hour time limit would normally annoy me, but in my first playthrough I just relaxed, created an intricately detailed map, and explored each room leisurely. I ran out of time (and even made the game unwinnable by messing with some props), but once I learned what to do it was a blast to run through it one more time.
Hijinx captures the flavor of the times and the B-movie industry wonderfully, and is funny throughout. Normally I'm one to resort to a walkthrough pretty quickly, but for some reason I found the puzzles here fairly straightforward with only a couple of mind-benders. Regardless of whether or not you find the puzzles challenging or easy breezy, if you’re just looking for a good time and a few good laughs, this game is great.
Rated by many the best adventure game of 1993 and it’s pretty obvious to see why. You are the infamous Eric the Unready. You have been assigned to save the princess from her evil stepmother. Unbeknownst to you, you were assigned because you are the most ill-equipped knight in the land.
As with the early Legend games that used a text parser, you can play the game with or without graphics. The graphics are gorgeous for the time, and being a comedy they do well to serve the humor. The music is pleasant if too repetitive.
It’s more of a parody than a game. To the skilled adventurer, this should take less than a couple of weeks to win. The puzzles are not all that well-developed, and can even be annoying at times. But it is without a doubt the funniest game I have ever played. Bob Bates spoofs everything from Star Trek to Saturday Night Live to Zork and has a grand ole time with medieval culture. There is something here for everyone. I haven’t played the game since 2000, however, so it’s possible the jokes have become dated.
Yes, there were good text adventures during the 80’s not made by Infocom. This is one fine example.
You play Perry Mason, of course, and must defend your client who has been charged with murder. The first part of the game is rather pointless, where you check out the crime scene looking for clues. The illustrations were poorly-drawn (and were in four colors, no less), which made this part of the game more or less save and restore until you got it right. The Apple II had slightly better graphics, while the Commodore was much better. However, the MSX version is gorgeous, with actual pre-rendered photos. If you can play that version somehow, do so.
But the game really shines during cross-examination. There are about five or six key witnesses that both you and the prosecuting attorney will question. When your adversary is up, you must object to improper lines of questioning to aid your case. When you’re up, you must probe each witness to elicit facts that puts holes in the D.A.’s case and exonerates your client. Logic truly dictates the outcome, and the ability of the game to remember past actions in determining the verdict was fairly impressive for the time.
The parser is rather limited, but with enough trial and error, Perry can get his point across. However, the game’s most frustrating element has the D.A. objecting to your line of questioning. This would be fine if the D.A. objected to improper questions. However, he also objects to “guess the verb” issues. In other words, even if you are on the right track, the D.A. will object to your question if the game doesn’t understand your verbiage. The result is the judge getting ticked off and your case going down the tubes.
But for those with a little patience, the game can be very rewarding when you make progress. There are at least three different endings, possibly more, ranging from life in prison for your client to complete acquittal. It’s a shame that there aren’t more games based from the courtroom, as the drama and fascination created by the justice system (or, perhaps more accurately, television shows about the justice system) translates well onto the PC. Perry Mason, while good, is merely a drop in the bucket of that potential.
Thomas M. Disch, prolific science fiction writer and reviewer, wrote a game in 1986 that infuriated me as a child. At the time, I felt the game was too difficult, though I liked the premise behind it. So about ten years later, I picked the game back up. It infuriated me. Amnesia just may be the most difficult text adventure ever put on the market. And by difficult I don’t mean that you have to battle mazes and guess what verb the author wants you to use. The game is just damn hard.
As the title suggests, you wake up in a Manhattan hotel room with absolutely no clue as to your identity, or anyone else’s identity for that matter. Overused premise as it is, Disch works it to perfection. Almost immediately you feel as though people are after you. Naturally, you have no idea why.
It’s easy enough getting out of the hotel alive, but here comes the hard part: You’re homeless. You have almost no money. No job. No identification. No food. Half of the game is simply survival, and it’s about as easy as surviving on the streets in reality (or harder, really, considering how quickly I died). Unfortunately for our true homeless citizens, they have no access to a hint book or a restore function.
The game was only marginally easier when I was twenty-one than when I was ten. I was very happy to survive my first day on the streets without dying. I even made some progress towards figuring out my identity. But after dying a few dozen times, I gave in and downloaded a walkthrough; and I have no regrets in doing so. The game remains fair throughout, but I don’t believe I could have ever won it on my own.
Despite the insane difficulty, I have a strong affection for the game. Disch’s prose is beautiful. I wish more writers worked with programmers in developing games, because this one is worth going through the walkthrough just to read his descriptions of New York. Moreover, every single intersection in Manhattan is implemented. Every intersection. Granted, not every one has descriptions of warehouses and storefronts, but every landmark is there, as well as most parks and the entire subway system. A subway system that you’ll have to use extensively to make it anywhere in the game. Finally, the story is fairly intriguing if you ever get to see the end of it. One drawback is that the plot elements are all too often drawn out between various deaths and thus the suspense is hurt a bit.
There are a few programming mistakes, but in a game this enormous, they can be forgiven. So can the sheer difficulty, but only in this current age of walkthrough heaven. If you thought Bureaucracy was boring because it was too easy, then this game should be right up your alley. Otherwise, download a walkthrough and enjoy yourself, watching how a game can shine when writer and programmer join forces.
An ambitious final entry into the original trilogy that is a pleasure to read but a veritable nightmare to play, Zork III’s value now is mostly for posterity.
Unlike the treasure hunting of the first two games, Zork III has you on a more heroic mission not surprisingly involving coming face to face with a dark foe of Frobozz. This is ultimately more satisfying than just collecting antiquities, and with high-level prose that provides a chilling atmosphere, it could have been a memorable adventure. However, the puzzles are incredibly hard with most of them being patently unfair. There’s even a non-obvious way to lock yourself out of victory, which was annoying as *$@! then and is intolerable now. And with even less character interaction and humor than earlier in the series, it really breaks the game for me.
That said, if you want to play the game for completionist’s sake, have a walkthrough handy so you can enjoy the ride.
The second installment in this landmark text series is a definite improvement over the original, though still has some maddening features that would never be tolerated today.
Rather than just collecting treasures, your goal is to face the evil wizard. Thus, the story has more inherent conflict and gives it more weight. The map is also more manageable, with no mazes (though there are some tricky room exits). Some of the puzzles are very clever, my favorites being the carousel room and the bank vault. Unfortunately, one requires familiarity with baseball, which isn’t fun for non-American players.
Probably my favorite of the three entries, though still not terribly satisfying with minimal plot and some obtuse puzzles.
Yes, Zork was the most important computer game of the early 1980’s. Perhaps even more important than King’s Quest. "You are standing in an open field, west of a white house," is quite possibly the most well-known line in adventure game history. It laid the foundation for many wonderful things to come. And it was an incredibly impressive, engaging adventure when it was released. But other than nostalgia, it has little going for it after all these years.
A simple treasure hunting expedition can actually be a welcome relief from more story-based games, but Zork breaks so many conventional rules of modern game play that most fans of current interactive fiction would rip it to shreds were it released today. First, there’s the pointless maze (of twisty little passages, all alike). Then there’s the random enemy encounters and random battle elements. There are several ways to lock one’s self from victory without even realizing it, and a few puzzles are so poorly clued (or not clued at all) that it doesn’t matter anyway. And all that onto a time limit (due to a finite light source, at least early on), and you have one maddening game.
To be fair, the atmosphere still holds up well after all these years. The parser is impressively strong. And a few of the puzzles are rather ingenious. But I don’t have patience any longer for the aforementioned annoyances. Zork used to be a giant, but so many others have piled on top of its shoulders that it has weakened considerably. Still, I would recommend this to those who do have an interest in seeing how computer gaming first exploded in the market.
Touted as an adventure game for beginners by Infocom and Wishbringer certainly fits the bill. I played this text adventure when I was fourteen and required no hints for the duration. But this romp is still enjoyable for people of all ages and abilities.
You play a postman with a directive from your boss to deliver a package to an old lady who lives at the north edge of town, and by 5 o’clock or you’re fired! Delivering the package is easy enough, but what’s in the package, as you later discover, triggers a series of events that unveils the dark secrets of your town, spilling it in darkness and terror. Of course, the fate of the town rests in your hands, but you must first discover what the hell is going on.
The wishbringer itself is a magick (sic) stone that can cast several spells if one is carrying the proper items. While the spells can help the beginner get out of some sticky situations, solving the puzzles without the aid of the stone yields better results (and more points!). The experienced gamer will likely never need the stone, but it does provide replay value.
As per usual with Infocom adventures the writing is top-notch and plenty of humor finds it way into the normally creepy ambiance. While Wishbringer offers no surprises, it should be a pleasant and rewarding experience for most players.
Lauded by critics and mostly ignored by the public, A Mind Forever Voyaging is more of a story than a game, being essentially puzzleless. But man, what a story. Taking place in the year 2031, America is doing poorly and some crackpot scientists have developed a sentient computer named PRISM. Its purpose: to enter a simulation of the future to see if popular conservative Senator Richard Ryder’s plan for renewed national purpose will lead to prosperity. You are PRISM.
If you can set aside the ridiculous notion that a simulation of the future would ever come close to being accurate (hell, we can’t even predict next weekend’s weather with certainty), then you should enjoy this entertaining look into Steve Meretzky’s political vision of a possible future. While your goal is to record evidence of what’s going down in the years to come (from banal activities like eating a meal in a restaurant to more charged activities like meeting with government officials), the real purpose and joy of the game is to simply explore. The town of Rockvil, South Dakota is vividly imagined and detailed, and one could complete the game without visiting 90% of what the town has to offer. And while the story’s progression is fairly predictable, it consistently remains a poignant and touching story of self-exploration throughout and boasts one of the best endings out there.
My only criticisms are that things can be a little repetitive at times and the NPCs are not as developed as I prefer (especially your simulated wife). But in the grand scheme these are mere trifle. More of an experience to be enjoyed than completed, A Mind Forever Voyaging should be at the top of any gamer’s list of classics to try.