Apologies for the radio silence — I had some major work things to get to pushing up to the end of the year, and my brain just hasn’t gotten back in gear yet. The Project will continue next year, but a few snapshots of moments from 2023:

We finally finished the murderously hard Ferret, a bit behind schedule — regular posts through January, then with action continued in the comments through February, before we finally pushed through at the end of the month, with a brilliant moment at the end by commentor Sha1tan who realized the last step.
I don’t know if we’ll ever experience anything again quite the same, but how many games take 40 years to write?
I still think the train puzzle near the end is one of the best I’ve ever experienced.

I never did quite figure out how to push Breckenridge Caper to the end. It was fun to see an adventure game written from the angle of a classroom historical simulation, which gathered a much different flavor than anything else from this blog.

I had far more enjoyment of Zork III than I thought I would. I think I had to use hints too many times back when I first played it so it didn’t make as good an impression.

Asylum II also surprised me; the author experimented with the format and came up with something tighter and more playable than the previous iterations, with the jaw-dropping plastic surgery puzzle (which felt creepy every. single. time.)

Secret Kingdom gnaws at me. Lots of games where the final hurdle is missed I feel apathetic about, but I really want to know how to take this one to the end. I’m not sure why. I guess because the somewhat novel handling of “error messages” (which hint as to the correct action) makes it seem “fair” despite the presence of 1982-era softlocks.

On the other end of the spectrum, I am incredibly happy I finished Doomsday Mission, which tried hard to push back and where zero hints or maps existed on the Internet.

The weirdest moment of the whole year (ERASE BRIDGE) courtesy of Kabul Spy.

Just in terms of sheer puzzle joy I think Murdac was my favorite of 2023. You have to take the old-school aspects on their own terms (like the very early softlock with the wall, and the maze) but if you’re willing to cope with those this feels like the work of someone who has actually learned how to design a puzzle, rather than still building an apprenticeship.

I appreciate the raw uniqueness of Apventure to Atlantis. Much more fun to read about than play.

Adventure 200 was the biggest surprise of the year; I expected a generic Adventure clone, but because of one clearly executed idea spread throughout the game it became something much better.

Rick Incrocci, who did the art for Masquerade, was operating on a different plane from everyone else.

Let’s finish with the sheer strangeness of Africa Diamond, which had a “shadow room” map under the regular map which took a wild approach to solve a technical problem.
That’s not everything, or even everything good, but that will do.
Still lots more to come in 2024 past finishing Crime Stopper, like:
- an adventure game for the Bally Astrocade
- two 1982 games written by people who comment on this blog
- Brøderbund’s entry into the adventure market
- more graphics for TRS-80, somehow
- a strange combination adventure/shooter game
- a rare Sierra On-Line oddity most people don’t remember
- at least one game in French and one in Japanese
Happy New Year!
It‘s nice to see that Asylum II made your 2023 list. I frequently cursed the game while playing it but having finished it I hold it in high regard. (Is this a normal experience? Probably so.) I‘ll surely check out one or two of the other games from the list as well before reading about them here (I‘m lagging behind a couple of years, currently reading through your entries from 2021.)
Best wishes for the next year of this amazing project, and all the best to you, too.
For you in particular you should check out The Haunted Palace since it is another “dungeon crawl” style adventure like Asylum. (Probably read rather than play though! It is pretty busted.)
Thanks to Lance M I have BASIC source code for Secret Kingdom up at my Github
https://github.com/jasonbdyer/classic-basic/blob/master/SECRET-KINGDOM.BAS.TXT
I never understood that possibility of avoiding spaces. I know it’s due to have the source tokenized, but especially because of that there’s no need to something so weird and unreadable.
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