All The Adventures Up to 1982 in Review   27 comments

It’s been a while since I’ve gotten to do one of these; my 1981 in review was posted December 20, 2021.

The chart with plot types like Rescue, Escape, etc. just isn’t that helpful up to 1982 — too many arbitrary assignments — but I did do a chart just of Treasure Hunts, that is, games modeled essentially off the original Crowther/Woods paradigm of gathering X things together.

There’s still some fuzzy aspects — like lost games, or games that have been discovered since I passed a particular year that I haven’t returned to yet — so assume a margin of error. (On top of that, some games are hard to categorize — is Dateline Titanic, where you are rescuing passengers by bodily tossing them in boats, a “treasure hunt”?) In general, you can say while the percentage dropped dramatically at first it went flat starting in 1980 hovering around 40%.

Regarding why, some of this may be the creative version of the Eternal September effect. It used to be, when a new school year started and there was a large influx of people on the Internet, it took a while for standards to take hold so there was chaos in September. Then, with the rise of AOL and other services in the early 90s, anyone could go on the Internet at any time, hence Eternal September. The creative version of the effect is that there are still people in 1982 whose only exposure to an adventure was Crowther/Woods so they do the natural thing and copy it (like Sphinx Adventure); also note that this chart is mixing all countries together, so while US authors like Adams and Kirsch were cranking out enough games to shake off the Treasure Hunt bug, plenty of others were getting started for the first time.

Furthermore, the Treasure Hunt structure is a convenient way to branch the gameplay in a way that requires less work on the part of the author. When there’s an “escape” game, it’s possible to go super-linear, but if the same author wants the kind of branching they’d get from a Treasure Hunt they need to carefully mete out when items and locations are available. It’s easier to simply require 9 things than it is to create interdependencies that form a satisfying structure.

Before getting into 1982, here’s my “curious firsts” list from 1981:

– First use of relative direction: Mystery Mansion
– First use of landmark navigation with no compass: Empire of the Over-Mind
– First defined player character: Aldebaran III
– First use of choice-based interaction in a parser game: Stuga
– First dynamic compass interface: Spelunker
– First dynamic puzzle generation: Mines
– First free-text conversation in an adventure context: Local Call for Death
– First adventure game comedy: Mystery Fun House
– First adventure to use graphics in every room: Atlantean Odyssey by Teri Li
– First Tolkien adventure conversion: Ringen by Hansen, Pål-Kristian Engstad, and Per Arne Engstad
– First Lovecraft game of any type: Kadath by Gary Musgrave
– First graphic adventure with some action solely in the graphics: Mystery House by Roberta Williams
– First adventure written specifically for children: Nellan is Thirsty by Furman H. Smith
– First “stateless” CYOA game written for computer: Mount St. Helens by Victor Albino
– First 3D graphic adventure: Deathmaze 5000 by Frank Corr, Jr.
– First adventure game that involves traveling back through time:
Odyssey #3, Journey Through Time by Joel Mick and James Taranto OR Galactic Hitchhiker by A. Knight
– First adventure game with outside third-person character movement: Castles of Darkness by Michael Cashen
– First adventure game with conversation menus and an action mini-game: Cyborg by Michael Berlyn

Since I last made this list, I looped back to a 1980 game which is worthy of inclusion:

– First adventure game on a console: Bally’s Alley by John Collins

I’ve got deeper into non-English games since last I made the list, so here’s the first occurrence I have so far of languages other than English, not counting translations from English games:

Stuga (Swedish, 1978)
Ringen (Norwegian, 1979)
Dracula Avontuur (Dutch, 1980)
Mission secrète à Colditz (French, 1980)
Das Geheimnisvolle Haus (German, 1981)
Mystery House (Japanese, 1982)
Avventura nel Castello (Italian, 1982)

I’m otherwise not adding games from 1982; we start to get into territory with many caveats. Certainly people were producing original ideas, but they’re hard to encapsulate in “first” bullet points; things like the bizarre combination shmup / adventure game Probe One: The Transmitter or the French pocket calculator game Des Cavernes dans le poquette.

Updating my recommendations, a new item proudly enters the first list:

1. Games everyone should play

Crowther and Woods Adventure, 350 points (1977)
Zork I by Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels (1980)
Deadline by Marc Blank

With the above list I truly am referring to everyone, but if you’re reading this blog you’re more likely to be interested in list 2:

2. For adventure enthusiasts

Crowther and Woods Adventure, 350 points (1977)
Voodoo Castle by Alexis Adams (1979)
Local Call For Death by Robert Lafore (1979)
Kadath by Gary Musgrave (1979)
Empire of the Over-Mind by Gary Bedrosian (1979)
Zork I by Tim Anderson, Marc Blank, Dave Lebling and Bruce Daniels (1980)
Wizard and the Princess by Ken and Roberta Williams (1980)
Gargoyle Castle by Kit Domenico (1980)
Will ‘O the Wisp by Mark Capella (1980)
Zork II by Marc Blank and Dave Lebling
Cyborg by Michael Berlyn
Palace in Thunderland by Dale Johnson and Ken Rose
Frankenstein Adventure by John R. Olsen Jr.
The Black Sanctum by Ron Krebs, Stephen O’Dea, and Bob Withers

I’m going to do one swap, taking out Deathmaze 5000 (fun for what it is, but deeply flawed) and fit in

Asylum II by William Denman

which has the cleanest design of the series while still being absolute suffering in a few places. The plastic surgeon alone makes it worth a play.

El Diablero by Ken Kalish

An absolute surprise to me, with some extremely clever magic using the narratives of Carlos Castenada as a mythical universe and having not just one but two puzzles where solving a puzzle also means “solving” the plot.

Murdac by Jonathan R. Partington

You have to expect the norms of Cambridge games (expect some of your lives to be spent just gathering information) and there’s also one old-school maze, but this otherwise is one of the most solid games I’ve played of the old school.

Starcross by Dave Lebling

The hardest of sci-fi; a game that rewards experimentation in ways that very few games from this era do.

Temple of Bast by Malcolm McMahon

(Make sure your TRS-80 is in Model 1 mode for this one!) Includes one of the most clever puzzles of 1982.

Adventure 200 by C.J. Coombs

I’d normally hesitate to recommend a game with as many mazes as this one does, but the payoff is incredible. What would happen if you had a game framed like a regular treasure hunt, but was actually a heist movie?

Zork III by Marc Blank and Dave Lebling

Might as well finish the trilogy! This isn’t quite as strong as the other two Infocom games from the year — it’s clear it is built from scattered parts — but it’s still a worthy ending.

The Queen of Phobos by William R. Crawford and Paul Berker

A group of four thieves trying to steal a mask, and you need to get to it first. Includes some Apple II vector graphics that actually make the style work.

3. Things I personally enjoyed quite a bit that didn’t make the above list

Also known as my “subjective fun” list, as I know I sometimes enjoy an experience but would have reservations recommending it generally. Previously I had

Trek Adventure by Bob Retelle (1980)
Crystal Cave by Anonymous and Kevin O’Gorman (1980)
Dracula Avontuur by Ronald van Woensel (1980)
House of Thirty Gables by Bill Miller (1980)
Odyssey #3, Journey Through Time by Joel Mick and James Taranto (1980)
Hezarin by Steve Tinney, Alex Shipp and Jon Thackray (1981)
Madness and the Minotaur by Tom Rosenbaum (1981)

To which I add

Ferret by the Ferret Authors

40 years to write, and 6 months to beat. I don’t regret my time spent at all.

Time Zone by Roberta Williams

Another monster, and this one I solved without hints. Despite the flaws I point out during my many posts, I enjoyed myself unironically and this was my favorite of the early Sierra games.

Mystery House by Tsukasa Moritani and Naoto Oyachi

The first adventure game in Japanese. I recommend specifically the FM-7 version which uses a traditional parser (rather than splitting verb and noun into separate lines). As of this writing the FM-7 version has not been translated.

Cornucopia by Brian Cotton

The idea this game could have been lost forever horrifies me. The framing world is genuinely clever and despite some issues with bugs this game had enough underlying systems going on for me to enjoy myself.

The Troll Hole Adventure by Long Playing Software (1980)

I do not know why I found this game for the rare Interact computer so compelling. Sometimes there’s just a wild card for no reason.

4. Some bonus games for historians

Also known as games I had trouble fully enjoying, but I recognize still did fascinating things.

The Count by Scott Adams (1979)
The Prisoner by David Mullich (1980)
Galactic Hitchhiker by A. Knight (1980)
The Institute by Jyym Pearson, Robyn Pearson, Norm Sailer, and Rick Incrocci (1981)

To which I am obliged to add

The Hobbit by Philip Mitchell, Veronika Megler, Alfred Milgrom and Stuart Ritchie

which influenced an entire generation of gamers, some who didn’t bother to try for the ending but just wanted to experiment. It has so many design flaws I can’t recommend the game on its face but anyone who cares about text adventure history should try this.

The Mask of the Sun by Alan Clark, Larry Franks, Christopher Anson, and Margaret Anson

The graphical quality and technology here seem from another universe than my other 1982 games. It has lots of design jank, but it also clearly signaled what the Apple II was really capable of.

My usual disclaimer: I always feel horrible about making these sort of lists because of all the games left out. There are so many clever and worthy moments but out. I can pick a game at literal random and it has something interesting going on (The Breckenridge Caper of 1798, a game trying to teach history about being a spy in the Napoleonic era; The Sands of Egypt with parallax animation coming from the developer’s arcade background; Toxic Dumpsite, a game from a Myst-like perspective for the TRS-80).

The whole point of All the Adventures is to not write reviews as much as view the entire tapestry of adventure games. I want to see the paths of where people went and try to learn why people made the choices they did. (Was there a technical limitation? Was everyone designing a certain way? Was there a specific non-obvious influence?) I want history at an explanatory level in a way that glows with the vital energy that adventure games have.

In order to do that, of course, the best things is to have — more games! Not splitting my multiple-part posts (like Misadventures 1 through 3) I’ve gone through this 434 times now.

1983, at my current list, has exactly five hundred games.

Mind you, there are still some that will likely drop off (I’m not replaying a translation of an existing game, for instance) and some that will sort into a different year (even back to 1982 or earlier) but that’s still more games than for the entire 14 years of the project. I don’t anticipate taking that long — for one thing, there were some gaps in those 14 years, and for another, I’m better at doing this, and for yet another, I’m going to do more combining together of multiple games into a single entry. (Mind you, doing that doesn’t save an enormous amount of time, but it saves some.)

Looking ahead we have
– Five Infocom games, including Planetfall and Enchanter
– Twin Kingdom Valley
– Nearly 150 ZX Spectrum games
– Four games called Haunted House
– The first big text adventure competition
– The year the Japanese adventure market starts revving, with at least 20 new games
– The first original adventure game in Spanish
and many more things, some which I don’t even know about yet!

Coming up: I’m reversing a bit to 1981, as I have a wildly obscure Apple II graphical game I am dying to share. I have other off-beat things scheduled and I’m also planning on taking a break in there somewhere. Somewhere?

Posted May 14, 2025 by Jason Dyer in Interactive Fiction, Video Games

27 responses to “All The Adventures Up to 1982 in Review

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  1. Excellent post, really interesting to read. I know I spend most of my time here talking to myself about a bunch of nonsense over in the lost games threads, but I really do appreciate all this content you provide. It’s second to none.

    Coming up: I’m reversing a bit to 1981, as I have a wildly obscure Apple II graphical game I am dying to share. I have other off-beat things scheduled and I’m also planning on taking a break in there somewhere. Somewhere?”

    Hmmm… Did that Apple II game happen to be released by a company with a somewhat pungent-sounding name?

    Two questions going forward:

    1 – Is there a particular schedule you have planned for the loop-back stuff, or will it just be sprinkled in at random?

    2 – Do you have a list of the mainframe games you might be covering going forward, either loop-back or for ’83? I’ve been on the trail of some stuff, and knowing that might help save me some time.

    • Yes on Apple.

      1. random (except for the next couple I have coming up, usually it’s whenever I feel like I need to change of momentum)

      2. let’s see…

      Hulen i Kæmpeskoven I have no idea how to get to, maybe this is the one you’re thinking of?

      Castle / New Castle I have no idea if I’m going to play it yet, since the original was lost and the new version is very new, but I’m going to give it a look when I get there

      Alamazar I’ll play when I reach it but it seems to be about 1/3 of the way through my list

      • Okay, thanks That was definitely helpful. I’ve made a few discoveries which I’ll post about here soon-ish, and I have some other irons in the fire. There’s one that I think you can help with, so I’ll email you about it later.

      • New Castle has always felt more like someone recreating the memory of a game to me.

      • is the only reference to Hullet i Kæmpeskoven from this article?

        https://www.version2.dk/holdning/hullet-i-kaempeskoven

        no mention here which would be the other place I’d expect it to be

        https://teksteventyr.dk/blog

      • I asked Ernst Krogtoft about Hullet when I chatted with him last year, and this is what he said:

        “Jeg ved at kildekoden til “Hullet i Kæmpeskoven, 1983”  blev fundet på en gammel mainframe som SDC (Sparekassernes Datacentral) stadig havde stående og at det er en clone/kopi af et engelsk spil, mere ved jeg ikke.

        SDC findes stadig men tænker at de fleste ansatte fra 1970erne og start 1980erne er gået på pension, men det er da værd at prøve at kontakte deres IT-afdeling måske der findes en ansat som synes det kunne være spændende at grave lidt i fortiden.”

        So he had been aware of the find, and hoped someone at SDC might be willing to help preserve it, but I don’t get the impression that anything has really happened on that front to this point.

      • So by clone he means it is a translation?

    • Speaking of your posts in the lost game threads, is there a good way to keep up with comments here? There’s so much gold and useful info in them, but they just get lost among the 5 most recent ones displayed on the left hand side of the main page…

    • Yes, I think so. I’ve put some inquiries out on this one, so I’ll report back if anything comes of it.

  2. Great work as always. I’m a little surprised Zork III didn’t make the list, as most consider it superior to Zork II.

    • y’know, let’s just add it

      I was leaving it off because it’s a casual recommendation list, not some sort of scored thing, and I figure people will want to finish if they played the first two

      and the other two Infocom games from the year are definitely stronger, and this could turn into the just-play-all-of-Infocom list

      but eh why not

      I am still grumpy they changed the ending from the mainframe version though

      • heads up, you probably want to move the comment about Zork III below the screenshot from Queen of Phobos, or maybe above the comment about Queen of Phobos.

        When I was making my predictions I didn’t think about how very selective the “recommended for everyone” list is. El DIablero was pretty obvious to make the recommended list but definitely too obdurate at the beginning for “everyone.” I am a little surprised Disrondu and Dungeon Adventure didn’t make a list though–on the other hand my list skews very hard to “did I find this intriguing enough to try and did I make any progress when I did” (which would also go back and grab Savage Island Part I).

      • it’s good! as are other things I’ve left off

        a lack of listing on handful-out-of-200 short list does not indicate a lack of quality, I just didn’t want to keep piling things on

        I also didn’t mention Level 9, although I’ll admit both Adventure Quest and Dungeon Quest require some very particular taste to enjoy

  3. “First Tolkein adventure conversion”

    Should be “Tolkien”, but that’s apparently a very common typo. Even Infocom made it in the credits for Arthur: The Quest for Excalibur.

    Torbjörn Andersson's avatar Torbjörn Andersson
  4. How far into your 1983 list is The Coveted Mirror? It’s one of my Apple ][ faves as the spot animations, pseudo-random encounters, and the constantly ticking hourglass create a strong sense of place and the feeling of an inhabited, living world.

  5. I’d make the observation that 4 should be called “bonus games for historians/developers”. My reasoning is that as a developer, you should not just be playing good games; you need to play some bad ones and some mixed quality ones. It’s a mistake I’ve seen many amateurs make, since it doesn’t feel like they’re making something, they’re copying something they like and throwing a gimmick in. Going over the games you put in that category that I remember, understanding why The Count works as well as it does despite the limitations of the era, and still works on some people who were not contemporary to the era they were released in. The Hobbit on why world design is important even if it doesn’t seem that important to what you’re making.

    (actually, by my own logic, that I don’t quite understand what makes The Hobbit work means I shouldn’t try to make another IF game, since I’m sure that isn’t quite right)

    • when I got my BFA (Fine Arts Studies, multimedia emphasis, class of 2000) I took a fair amount of history classes but a lot of the people were (like me) studying past stuff in order to help create more stuff

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  7. I was hoping that Ferret would have made one of the first two lists given the saga of the playthrough. It generated some amazing posts on here.

    Surprised to see Lebling’s name listed by Deadline. I thought that was 100% Blank.

    • yeah, it’s listed as Blank on my All the Adventures list, just did some mis-paste as I was shuffling around items, fixed it

      and while I subjectively enjoyed Ferret it requires very particular environmental conditions to play, which is exactly the sort of thing that shows up on my 3rd list (keep in mind it’s not like I even like the games _less_ … but I also know there were special conditions going on)

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