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IFComp 2020 Results   Leave a comment

The results for IFComp 2020 have been announced.

3rd place:

Vain Empires by Thomas Mack and Xavid

The memoir of a demonic spy in the Cold War between Heaven and Hell.


1st place: TIE! (first time ever)

Tavern Crawler by Josh Labelle

I wanted this game to capture what I loved about playing D&D with Sam – we always spent more time bouncing between colourful taverns and having wild interactions with interesting NPCs than we did slaying dragons in his campaigns.

The Impossible Bottle by Linus Ã…kesson

Housework is only as dull as your imagination. Join Emma, six years old, on a playful adventure of peculiar proportions.

Complete results are at the IFComp website. With 103 entires, there’s quite a bit more good to be found on the list.

Posted December 5, 2020 by Jason Dyer in Interactive Fiction

Wizard’s Gold (1981)   3 comments

I want to get back to the other Rob Krebs game from 1981 with the groovy graphics, but for a chaser let’s toss in another all-text game. This happens to have the same theme as Calixto Island, where our quest is not to find a bunch of treasures, but just one of them.

Find a hidden bar of gold a text adventure game

The APX, or Atari Program eXchange, was intended as a way for users to publish through Atari. Since the last APX games we’ve examined (Alien Egg and Castle, both by Robert Zdybel) I’ve learned more about the APX program itself and its interaction with the aforementioned users, but that discussion should wait for a different game, because Wizard’s Gold has no author name attached and might be by in-house staff at Atari (I’ll get into why later).

All the APX games so far seem to share a common codebase, which involves a slightly odd parser where, for example, L works to LOOK at a room but not the word LOOK itself, and GET works but not TAKE. Also, obstacles are only vaguely described with failure to go past one described as SOMETHING IS IN YOUR WAY and — most relevant to my start of gameplay — exits to rooms are only sometimes mentioned.

So, whacking against every wall it is:

I think the text width is supposed to be two characters smaller, but I’m not sure how to change the setting.

The opening house gives the impression the geography might be slightly coherent, with a rooftop garden containing a book where reading it says THAT HAS NO EFFECT HERE, another quirk of the APX parser.

I typed GET first instead of TAKE almost every single time; sorry game, this is one habit you’re not going to train me out of. Look, GET is one character less: think of the efficiency!

A lamp is in a nearby “observatory”…

The wizard was keen on astronomy it seems, for this room is filled with many televisions and no windows.

…and the game gave its first hint this was not “fantasy” genre, exactly, but “wild gonzo surreal” (see also: Stuga). Eventually this sort of thing got overdone, but from the range of 1971-1981 I can’t pull many examples of sheer randomness. (Mines and Lugi maybe as well, but both of those involve genuine in-game randomizers.)

So I found it sort of refreshing, if not exactly satisfying on a deep art level. More examples:

This room intentionally left blank.

This room is filled with many obviously valuable works of art.
Actually, all the works of art are forgeries and are valueless.

There is a large rusty key here.


You are in a room filled with rotten eggs.
From somewhere among the eggs you hear a voice saying “GLEEK”.

A very large egg appears. It splits open, and a weird guy jumps out and says “NANOO-NANOO”.

That last one is a Mork and Mindy reference, and serves no purpose in the game.

The complete map, where as you get deeper in it feels more and more like the author was just slapping on whatever they felt like.

After going underneath the Wizard’s house, you find a magic mushroom (which gives strength, not hallucinations), a magic broom, and a magic broom repair room (which never gets used, since the broom is in good condition). There’s also a library where you can read the book from the garden and get the magic word STELLA. Using STELLA yields a magic wand, which lets you go to the art gallery I quoted earlier and get the rusty key.

Another magic word yields itself up in a psychedelic room on a blacklight poster; you need to turn off the lamp to see it.

The magic word is COLLEEN. Anyone with a guess what it is a reference to?

Some more wandering will get you down to a computer room…

The wizard had many computers in his possession. Most of them look old by today’s standards.
There is even an ATARI 800, one of the first major home computers.

…immediately adjacent to a shooting range.

This was the sight of the firing range for the wizard and his crossbows.
There used to be a sign here that said “No Crossing on Foot”.

Wait, how do you know there “used” to be a sign here? Is the narrator adding details?

RIDE BROOM will let you go south to an aquarium.

This room has many aquariums in it. Some are broken, and some are not.

A fish tank full of piranha lies on the floor. The piranha look hungry.

As long as you’ve given yourself strength with the mushroom , you can MOVE TANK to reveal a trapdoor. The rusty key from the art gallery unlocks the trapdoor beneath to get to a treasure room.

The gold bar then can be toted back to the starting room for victory.

Why is this probably an internal Atari game? Well, other than not having an author name (which is pretty odd for the APX catalog, nearly everyone was credited) the name Stella refers to the original codename for the Atari 2600. While the Stella trivia is well-known now (an Atari 2600 emulator is even named Stella) it doesn’t seem to have been circulated to the public in 1981. Dale Dobson suspects Dennis Koble, who wrote two other 1981 APX games we haven’t gotten to yet, Chinese Puzzle and Sultan’s Palace.

Also, to be honest, this feels like a “let’s test out the system” type game more than a serious effort, where it got tossed in the catalog just because it was there. It wasn’t a terrible experience, though, and it’s nice to have another data point on the still-at-the-time-latent “surreal” genre which now has over 300 games listed at the Interactive Fiction Database.

Posted December 3, 2020 by Jason Dyer in Interactive Fiction

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Calixto Island (1981)   4 comments

Ron Krebs wrote two text adventures in 1981 for the TRS-80, purely in text: Calixto Island and Black Sanctum. Later he saw the work of Stephen O’Dea and Bob Withers — specifically the game Shenanigans — and asked if his games could be converted in the same way. Since I wasn’t able to find the original of Calixto Island, I played the graphical version instead, and oddly enough, the graphics look … nice? There’s even small animations. From the starting room:

Slightly later in the game:

Now, it helps these games were converted starting in late 1983, but even so, trust me when I say 1983 will have some art just as dodgy as 1981. It’s nice to see something approaching what might pass for modern pixel art.

The plot, unfortunately, likely doesn’t pass as modern: Professor Lagarto has gone missing and we’re trying to find him. We are given an entirely different starting premise in a later port for Dragon computers…

Your object in this game is to find a treasure and return it to its rightful place.

…but both quests amount to the same objective, as you’ll see.

The opening just starts you in the professor’s study, with a bunch of items you can slurp up, in fact more than you can comfortably hold in your very tiny inventory limit of four items: a flashlight, a chest, some glasses (in the chest), a manual (also in the chest), a box of costume jewelry, and the oriental rug from the start, which reveals a trap door when you pick it up. Beneath is a storage room with a tire pump, a bucket, a mouse trap, and a hidden switch which leads to a lab.

Remember back during Timequest where I said the time travel device might as well have been a teleporter? Well, this one’s an actual teleporter, although it only goes to and from one place.

I got stuck for a while here because I could only go west (to that animated path with jungle growth I showed off earlier). Is the intent really to have GO HILL be a hidden exit, or was this an interface failure?

There’s some fairly staightforward puzzles around here I won’t belabor, and someone in a “grass shack” that wants to trade.

The trader fairly specifically first wants the rug and then the wooden chest (interesting insofar as those didn’t originally seem like typical “useful” objects for solving puzzles but I was fortunately being a packrat). You can get some keys and a machete in the process. After you’ve traded both objects the teleporter disappears.

The disappearance is relatively subtle and I admit I didn’t spot it until I tried GO DEVICE and got confused from its lack of presence. (I mean, OK, it’s large on the screen, but I had reached the point where I was on autopilot-navigation mode through rooms I had been through before.)

This sequence is interesting and mysterious but kind of odd in that the keys go back to the desk at the start of the game and unlock it, revealing a microfilm.

It must be buried at the pagan idol on Calixto Island. If you find it, put it in my study.

Spoilers, the machine appears back again after you retrieve “it” — I’m not entirely clear why — but assuming a player who has to wait until the end to read the message, it seems like it’s already moot? Seeing the microfilm early requires getting the keys first and trade for the machete later.

Onward: adjacent to the trading shack there’s a inflatable raft that requires the tire pump to INFLATE RAFT, paddles from a nearby maze to go into the ocean…

…and a bucket to keep from drowning. Afterwards:

The “unfriendly natives” are satisfied if you give them jewelry. Then you can head off to the west and find The Professor.

Oops. Guess he’s not coming with us. You can apply a shovel to dig both the idol and the grave. The first digging reveals a pot, the second reveals *Montezuma’s jeweled crown* — that is, our object. The only problem is, the natives from earlier are observent:

Yes, they deflated the boat and are waiting for you. I died the first time through here because I didn’t tote along the tire pump. If you hurry to inflate the raft you can rush off the island to safety, head back to the study, and “win”?

So, let me recap the plot to make sure I have this right:

1.) You start looking for a missing professor, and find a teleporter that goes to some islands.

2.) On the islands, you find a set of keys, one which fits the desk back at the start and reveals a microfilm that for some reason informs you that the item you are looking for should be dropped off in the study.

3.) You locate Calixto Island, and find the grave of the Professor. Buried nearby is a crown that you are allowed to take because a microfilm told us to? And the natives aren’t happy with us taking it, which sounds kind of like “stealing”?

4.) Then we deposit the crown in the study of a professor we know to be dead, and “win”.

OK, I’m being a little harsh here, but the game really seemed to try to have a twist, so it was hard to ignore. I am glad the natives were not gullible rubes, and I suppose in some sense the game went out of its way to highlight we were being amoral. It’s interesting that the Dragon instructions are defensive that we’re to “find a treasure and return it to its rightful place” — it is of course possible that being buried on a beach isn’t its rightful place, but I’m pretty sure the professor’s study most definitely isn’t.

Nitpicks aside, I appreciated a game tilted to the easy end, and art that was genuinely nice to look at. I sometimes stopped just to watch the animated clouds float by.

That’s despite the shadows going in multiple directions.

Posted November 30, 2020 by Jason Dyer in Interactive Fiction

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The Golden Voyage: Finishing the Duodecalogy   8 comments

While he kept making games after 1981, the first twelve of the Scott Adams series were packed together as a set. I have now completed the last one.

An old eBay auction via Atari Age.

What remained was mainly “hidden puzzles” — finding secrets to unlock the last section, with a battle against a cyclops guarding the fountain of youth.

First, I had missed that in one spot of the jungle I could dig twice, not just once. Digging a second time yielded a small stone that matched the other two I found, and when dropping them all together, they formed a tablet.

The tablet I bought from the market had a picture of a cave; this one had a picture of a mountain and the word SUN. Taking it to the mountain (on the small island with the sword, medicine, and shovel) and saying the word SUN opened a secret fountain.

Dropping the cave tablet in the cave fountain and the mountain tablet in the mountain tablet caused the ground to shake, and a white globe to appear in the fountain.

Searching all the places I visited, I now found the stone block I was stumped by earlier had now been turned into rubble.

This was “arbitrary” but still satisfying, since it was a puzzle that essentially required putting together pieces from the entire map: the cave fountain was on one island, the mountain fountain was on another, and the effect was to open the secret hallway on the third island.

(Before going on, I should mention I did manage to open the locked chest too — there was just a room I had forgotten to dig in with the shovel that had a key. The chest had a golden mask which is going to be coming up in a moment. Also, I had found a chalice on the altar which I had previously prayed at, which I’ll also need shortly.)

Inside the passage I found a pit which required using my rope.

Games from this era have way too much friction. The several minutes it took me to figure out the sequence of commands above made me lose momentum right when the plot should have been speeding up.

Down below was the cyclops.

While the cyclops also shows up in Ulysses and the Golden Fleece, the solution here is rather different. Breaking the white globe lets out a blinding flash of light, and wearing the mask protects you from the same light, hence:

This led the path open to the fountain of youth…

…which I was able to take back all the way to the palace and the waiting king.

I’m hoping he was a nice king and I didn’t just give an extra 50 years to a tyrant.

I don’t do a lot of rankings, but for fun, here’s my rough rankings of the Scott Adams Twelve, from “worst” to best:

Adventure #9 – Ghost Town (1980)
Adventure #3 – Secret Mission (1979)
Adventure #1 – Adventureland (1978)
Adventure #2 – Pirate Adventure (1979)
Adventure #6 – Strange Odyssey (1979)
Adventure #12 – Golden Voyage (1981)
Adventure #11 – Savage Island Part 2 (1981)
Adventure #5 – The Count (1979)
Adventure #8 – Pyramid of Doom (1979)
Adventure #10 – Savage Island Part 1 (1980)
Adventure #7 – Mystery Fun House (1979)
Adventure #4 – Voodoo Castle (1979)

Now, I admit I’m allergic to applying points to things, and looking at the list, even Ghost Town had some worthy aspects. Also, it’s not like I find Pirate Adventure bad — I’d even say if you only play one Scott Adams game, try that one, as the difficulty is tilted low and it still makes a satisfying experience.

Or consider The Count, which does an amazing job unifying a plot with puzzles (in a way only equaled by the Savage Island games) but where I had a frustrating time at the actual gameplay level in terms of getting everything arranged correctly. I could easily see other players having a more positive experience.

Golden Voyage wasn’t bad, per se, and the structure, as I emphasized before, was interesting to figure out, but it never had any puzzles that struck above average (unlike the heart of Pyramid of Doom or the finale of Mystery Fun House) and most of my time was dealing with fiddly aspects, like the parser commands to navigate off a staircase, or forgetting to lower anchor at a port and having the boat float away, or making sure I’ve tried DIG in every single room more than once.

It’s not like Scott Adams is going away — we’ve got his Questprobe series coming as well as adventures #13 and #14, and looking far into the future he even has recent work — but I can still summarize and say: the set of games for the time period (1978-1981) is an impressive achievement compared with the other adventures available. It’s true most of the ideas were outpaced by later work from Infocom and others, but some of them (like the intricate timing of Savage Island) still reward study today.

Posted November 26, 2020 by Jason Dyer in Interactive Fiction

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The Golden Voyage: Islands and Secrets   3 comments

From Mobygames.

The cover above references a “fountain of youth”. This indicates that the fountain I ran across roughly 20 minutes into playing is the objective of the game! I don’t know if that means all we need is a container, but given the divine thunderbolt that killed me, I’m guessing there’s an extra procedure involved. In either case that makes for an interesting structural concept: showing the game’s objective early.

Speaking of interesting structures: as I theorized before, The Golden Voyage has more than one island. Once I realized the general pattern I found it satisfying to navigate.

This is the map the boat is on; you SAIL to the island you want, drop anchor, and explore. (As a side observation, while I understand the use of loops here to make the ocean feel wide and open, I feel it to be frustrating and unrealistic. Honestly, the only loops that were OK were in Adventure, simulating real cave exits that went nowhere; loops on most other text adventure maps have felt like crutches.)

Just like Timequest, the division of space makes for themed mini-areas. I already mentioned the jungle with the cave and the fountain:

To the west of the opening city I discovered a “small island” apparently without obstacles other than the ever-present scorpions. There’s a “skeleton” in the opening room that I thought might have been the animated kind, but no: it’s just an inert skeleton.

You can even pick it up and take it with you. Other than the skeleton, there’s a shovel, a box with “medicine”, and a sword.

The game made up for its lack of animated skeleton with an animated statue on a third island.

This led to a colorful combat scene:

It took me a long time to find the syntax get off the staircase. It’s WALK UP or WALK DOWN. GO STAIR says “please be more specific” and for the life of me I don’t understand why UP and DOWN don’t just work.

Past the statue was a temple with an altar, where PRAY opens a secret passage.

The inside was dark, but fortunately, on the jungle/cave island I had used my newly-found shovel to dig up a rope and a torch. Inside the temple passage was a large block (not sure what to do with that) and a curious stone which “appears to be broken” and “has strange markings”. You can find another stone just like it in the rubble of the defeated statue, but I haven’t been able to unite the stones in any way.

Other than that, I’m dealing with a locked ornate chest I can’t open … and that’s it. The list of obstacles suggests to me I’m missing a hidden puzzle somewhere, or maybe my island map is inaccurate and there’s another place to sail to.

Still, referring back to the structure, the gameplay is pleasing enough I’m enjoying myself so far and not about to reach for hints yet.

Posted November 24, 2020 by Jason Dyer in Interactive Fiction

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The Golden Voyage (1981)   8 comments

I want to clear up a misconception I’ve seen elsewhere about Golden Voyage, #12 in the Scott Adams series.

— backtrack that, I’m going to let Scott Adams himself do it. This is from an audio interview on the Atari 8-bit Podcast; you can listen to the relevant portion from the man himself or just read the transcript below.

Kevin Savetz: Based on your feedback that you get, what do you think is your most enduring adventure game?

Scott Adams: Probably Pirate Adventure, a lot of people remember that and connected with it. That, I get a lot of response from. Voodoo Castle, which I didn’t do as much of the writing as my wife back then, tried to write an adventure and I had to clean it up with her. It has more of a woman’s touch to it, and that seemed to resound with a number of people. Another one that was popular has an interesting story behind it. That’s Pyramid of Doom. That was adventure number eight. That’s set in the sands of Egypt, a lot of people remember that and the Purple Worm. They know a lot about it. The interesting thing is I didn’t write that one at all.

I got a submission in the mail from somebody saying, I wrote this adventure game, take a look at it. It runs on your engine. I’m going what, wait a minute I never released an engine, I never told anyone how my engine works, it’s totally proprietary you couldn’t have.

I took it and started playing it and sure enough, he did it on my engine. It was a decent game. I contacted him, his name is Alvin Files, he’s still around, he’s in Oklahoma now, retired. He’s a lawyer and he was just interested in it.

He took my machine language, disassembled it, figured out what it was doing, and figured out my language, which is awesome. He’s not the only one that did that. Another fellow did it which is, I think it’s number 12 in my series, Golden Voyage, by William Demas. He did the same exact thing. In both cases neither one knew each other and neither had contacted each other.

I worked with them and I thought this is so amazing if they’re able to do it, I want to get their stuff published. I’ll give them publishing rights, I’ll give them royalties, and I’ll edit it with them because they were still rough gems, and I’d learned a lot of things about how an adventure should flow and so forth. I worked with them from that point of view. It’s amazing what they did.

So Golden Voyage, like Pyramid of Doom, is not really “by” Scott Adams, although his name is on the credits.

Misspelled, even. I am not making this up.

Ravenworks in the comments has the theory this was just due to a bad read, as the difference between “o” and “g” in ASCII is one bit.

Demas was busy in 1981 with Timequest (which we’ve already seen) and Forbidden Planet (which will be coming up later in 1981).

The king lies near death in the royal palace – you have only three days to bring back the elixer needed to rejuvenate him. Journey through the lands of magic fountains, sacred temples, stormy seas, and gold, gold, GOLD! Can you find the elixer in time?

— From the back cover of the game, and yes, elixir is spelt wrong twice

I tossed this game in now while Ulysses and the Golden Fleece was fresh in my memory. Just like that game, you start in a small “town” area where you buy things, although the merchants in The Golden Voyage are a bit more bloodthirsty.

I haven’t seen a beatdown like this since Nethack. This amuses me rather than bothers me design-wise since it’s so easy to reset the situation. Ulysses and the Golden Fleece just says “YOU HAVE TO BUY IT” if you try for the five-finger discount.

Nearby is a palace, where you are given your quest and a giant bag of gold with a minimum of fuss.

This lets you go back and buy the sandals as well as a compass, telescope, and stone tablet (with a picture of a cave). But since this is a lot of gold, it also lets you buy an entire boat.

Just like Ulysses and the Golden Fleece, I had a hellacious time trying to launch the thing. That game I eventually hit upon GO OCEAN, which doesn’t work here.

The proper command is SAIL (direction), that is, SAIL NORTH or SAIL SOUTH or SAIL EAST or SAIL WEST. I was stuck for so long I thought maybe I was missing a crew or putting the sail somewhere in particular.

You incidentally can climb the mast to get to a crow’s nest, and go in the cabin to find a cot you can sleep in and have time pass.

Moving on, if you SAIL EAST twice and LOOK TELESCOPE while in the crow’s nest, you find land.

If you’re not wearing the sandals, the scorpions bite you and you eventually die.

However, there isn’t much more to see; you can go in the jungle (two rooms) and find a dark cave. The game had a slight delay before showing the usual “you can’t see” message, so I was able to assess there was a fountain inside with a strange liquid.

I’m stuck here although I’ve got a two ideas for experiment:

a.) Check sailing in different directions; it’s possible there’s only one island, but if this is anything like Ulysses there are more. I know TORCH is an accepted noun and given the jungle island seems to only have the cave (which I peeked into by less-than-official methods) I suspect I’m missing an area.

b.) Mess around with PRAY, which is an accepted verb. I tried putting the tablet in the fountain and praying after with no result, but maybe I need to use a different item?

For reference, here’s my verb list (verbs that work are marked in orange):

Posted November 23, 2020 by Jason Dyer in Interactive Fiction

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Treasure Island Adventure (1981)   2 comments

All videogame genres have norms; some are obvious (first-person shooters using WASD keys) and some are less visible (the lack of softlocks in modern adventure games). They can, of course, evolve (see softlocks in older adventure games) but they can feel as organic as the air, and it takes a off-kilter game that violates the norm to make them apparent.

The first two of the Softside Adventures of the Month (see: Arabian Adventure, Alien Adventure) both cadged liberally off movies, and I can tell you from peeking ahead that the September through December 1981 installments do relatively the same, but Treasure Island Adventure is a one-off: a traditional treasure collect-a-thon. It’s also Pete Tyjewski’s only game.

Softside, August 1981.

The “goal” is simply to find the pirate’s treasure, and if you want to declare victory with just that objective, you can. There’s a traditional building-with-vault to stick it in.

However, every single item in the game counts for points. So if you’re actually going for a maximum point total (258), you’re scavenging everything to bring back, not just ostensible treasure items. Specifically, the treasure chest is 50 points, three other treasure items are 20 points each, everything else is 2 points each. Oddly, some of the 2 point items are described as treasures, like a gold ring or a gold shield, equal to the “garbage” items which also count for 2 points, like a parchment giving the author’s name.

This is deep in the game, and the author’s name isn’t given elsewhere.

In addition, the game adds a point for every room visited (like Adventure 500) and it has a point bonus for finishing within a certain turn limit (like Adventure 430); handling both and getting all the items requires some serious routing.

Above-ground is very, very, plain, and establishes a minimal room-description style.

The only items are a keg of “whale oil”, a lamp, and some matches; those all go together to make a light source (FILL LAMP / LIGHT LAMP) which I’m fairly sure is unlimited.

Incidentally, the verb list is very small; other than lamp lighting, you can move around, pick up and drop, examine things, read things, and say words. That’s it. The experience is akin to Chaffee’s Quest (1978) in being mostly exploration and finding a treasure, but the game manages to eke out puzzles in the form of requiring items to be held for certain effects, and two magic words.

The sparse style is thrown for a loop by a couple rooms inside.

I think the norm being broken here was something like “at most 4 objects to a room”. A snath is a handle of a scythe.

I admit being somewhat boggled when I first hit these; I had spent a long time making my outdoor map (I still can’t guarantee it’s error-free) so the transition to having a cavalcade of items was both notable and confusing. Especially because so many of the items are “useless” except for the 2-point count. For example, in the Armory, the sword is useful, and only the sword.

This sword is magic
The runes say

I’ll get to the meaning of that in a second. There’s a gold coin two rooms away with a similar message (accompanied by an absolutely useless coil of rope).

The coin is magic, the runes are:

Map-making remained slow because directions were usually but not always mentioned in room descriptions, which means I had to keep testing them all. Eventually I came across a maze, and progress was even slower. (I would say this was penance for skipping the maze in Castles of Darkness, but I had played through this part before Castles. I had shelved the game a while due to exhaustion before I got back into it two days ago.)

Inside the maze I found … nothing. Absolutely nothing. Similar to Microworld, this is because there was going to eventually be an object in the future, but I still felt a sliver of despair upon mapping the last unmarked exit with nothing to show for my efforts.

Another section of the map led me to Hell.

Hell is kind of tiny. Must be the Sartre kind of hell.

You need to have asbestos boots to cross a red hot iron bridge inside. (Just in your inventory, they’re apparently assumed to be worn — as I indicated earlier, tiny verb set. Compare with the bit in The Golden Baton where I got messed up due to having an invisibility cloak in inventory but not being worn.) Within Hell there’s an arch which requires a wizard outfit. Specifically: a robe, hat, and the 2-foot rod with a rusty star; yes, you use it as a costume, not as a magic item.

When I attempted to go farther the game said “You must have known a pirate and have a treasure to enter.”

Off in another direction there was a “scholar’s cave” with a treasure map, a book, and a parchment. Here’s the map:

The parchment is the author credits I mentioned earlier; the book translates the sword and the coin.

If you have this weapon, and say vargay, no door will ever, bar you way

If you have me with you, and say valoor, I will reveal, A secret door

The map indicates where to try VALOOR:

This led me to the desired treasure chest.

You are in a little nitch

There is a very large treasure chest here

Upon which the game threw another curveball similar to Quest: the routes back were either blocked by the wizard, who had come back…

…or used holes that the chest couldn’t fit inside.

I wandered a bit and the pirate came to steal and re-hide his treasure.

Suddenly Long John and the pirate leaps out of the gloom and takes the treasure

HAH, he shouts, found me treasure, did you. Well this time I’ll hide it better!
He dissappears into the darkness with the treasure

Fortunately, I had already mapped the maze, so it was a straightforward matter to reach the “more secret” hiding spot and get the treasure chest back. The chest is fortunately only stolen from you only once. (Aside: although we’re really the ones stealing the chest, right? I’m sure the pirate didn’t get his bounty through bake sales, but I get no sense the protagonist has a noble cause in mind.)

Having both the chest in hand as well as the encounter with Long John, I finally was able to go back into the lounge of Hell.

I’ve been taking a pass commenting on typos, but I can’t resist pointing out buccaneer is spelled wrong twice, and in two different ways.

This led to a (mercifully) tiny maze and an alternate exit which bypasses the wizard giving a straight shot to taking the chest to the vault.

The other valuable treasures are a Ming vase (it’s the Adventure puzzle where you have to drop a pillow first), a crown (that you get from a cage of the wizard that locks behind you; you use the magic word on the sword to get out) and an anvil (which if you EXAMINE tells you it’s secretly golden, which sounds kind of not-useful for an anvil).

When Dale Dobson tried this, he took a crack at optimizing, but threw in the towel. I tried a little, but unlike Madventure, it started to feel tedious rather than a tight puzzle; so, I’m going to stop here as well. I will say I appreciated the sheer oddness of a treasure hunt that was both simultaneously sparse (only 4 “meaningful” treasures) and packed (every item gives points) at the same time, where weapons are useless for killing, where one of the main antagonists only appears as something to avoid, and where a heavily restricted verb set nevertheless put forth a few tricky puzzles.

Posted November 22, 2020 by Jason Dyer in Interactive Fiction

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Castles of Darkness: The Sun is Shining   4 comments

There were a few struggles remaining, but light has returned to the world.

Plus, I got to experience some Apple II voice synthesis.

From the Gallery of Undiscovered Entities.

I had left last time on a bridge. I had an umbrella with M. Poppins on it, and the bridge was the right point to go flying. After OPEN UMBRELLA:

The new area has gloves which contain a boulder-removal cream, remarkably pertinent to the bridge dilemma. Using OPEN UMBRELLA again flew me over outside the castle, and I was able to walk back and apply the cream, getting rid of the boulder.

I then got a bit stuck until I realized that in addition to feeling for secret doors in the cardinal directions, I could FEEL UP and FEEL DOWN. sigh Thus began checking every single room in the game.

One room led down to some treasure and a “tarnished lamp”. Rubbing the lamp led to the voice synthesis: “THE MAZE, THE MAZE, THE MAZE”.

I tried to record the sound but was having trouble; I’ll update this post if I can get a video to work later.

This bit is optional — it’s supposed to be a hint as to where to go next.

The maze being referenced I found past another hidden staircase:

Some descriptions of various rooms:




The four adjectives can be recombined in 24 different ways, so yes, there seem to be 24 different rooms. I started to map hoping things would hold sanity, but quickly realized that wasn’t going to be the case.

From The Book of Adventure Games by Kim Schuette.

I figured I’ve proven myself enough in other games that I know how to map a maze, so I just looked up the route. The only thing to find in the maze was a STRING. Once you have the string, the flexible yew pole from earlier can combine to MAKE BOW. I also found some ARROWS on looking at the dartboard I mentioned last time.

(Incidentally, the genie’s hint changes after you’ve gotten the string to “BREAK BALL”, which refers to an event at the end of the game.)

I knew when I had my bow and arrows where to go next: a dragon I found off another secret door.

This is animated; you walk in, he breaths fire, you run away.

Here I was horribly stuck, because the pattern was to enter the room and get chased off without being able to type anything. I poked at the hint sheet again and found the clue LEAVE THE CIRCLE.

Huh? The only thing I could think of was a ring I hadn’t used yet.


I went ahead and dropped it off before entering the dragon room, and found I was able to react to the dragon rather than just run away. I was able to SHOOT, run away, SHOOT, run away, and SHOOT for a third time to slay the dragon. The accumulative damage being needed to slay the dragon was quite satisfying, but I had no idea what the ring was doing.

I found from commenter Odkin that my lack of sound earlier caused me to miss a clue: the game says BEWARE when you pick up the ring. That still makes the moment it happens kind of random, but it does impressively make for a second sound-based puzzle.

Past the dragon was a room of fire; I had a big roll of asbestos that I laid out in a way that reminded me of Kaves of Karkhan.

This was followed by one last locked door and me banging my head some more. I went ahead and spoiled: I missed the fact there was a bird earlier I could WHISTLE to and it would drop a MEDAL.

The medal has the description

ONE SIDE READS “A IS 26, B IS 25, Y IS 2, Z IS 1”

I already applied the code, but that last part of the text indicates the medal is also useful on locked doors. USE MEDAL opened up to the last room.

The wizard fries you unless you take the pill-of-lightning-resistance first, but TAKE PILL is easily followed by KILL WIZARD. You can then SMASH BALL (matching with the genie’s hint) to win the game.

Before signing out, I’d like to quote Kim Schuette, whose map I showed off earlier, writing in the early 80s:

The game offers a degree of animation and occasional spoken words, but some of the graphics leave a lot to be desired, particularly small and difficult to differentiate objects. Travel from location to location is on the slow side. Also, the limited vocabulary often makes progress frustratingly slow.

I can’t disagree with most of this? I think on some original screens the objects would look like a blurry mass (which really are tiny, check out those gloves on the first screenshot) and the trudging animation did start to get tiring when I had to keep looping back and forth (emulator turbo speed for the win, though). I find the comment on the parser most interesting, in that Mr. Schuette has tolerated quite similar (he called Savage Island Part 1’s parser “limited but adequate”, for instance) but I’m also guessing he didn’t use my “ram through a big verb list before getting too far in the game” method and just happened into run into issues by happenchance; I think USE MEDAL at the very end was quite a serious case in point (I’m still unsure what is being done with the medal, there).

In an analytical sense, the game had some pretty bad moments — needing to search every wall, floor, and ceiling, the tedious maze, the need to refer to clothing — but I still found the experience relatively fulfilling, I think just due to sheer originality. The 3D aspects of Deathmaze and other Med Systems works gave them an adventure-from-another-universe feel, and the same is true here. The intense focus on searching and occasional random combat (I left out some in my narrative where you just types KILL ORC or KILL WRAITH a bunch of times) yet utter refusal to incorporate “classic” CRPG elements like stats made the game feel quite different, and that’s not even including the unusual 3rd person animation aspect. I unfortunately can’t recommend the game for general play (it leaped off the cliff with the maze) but it’s still worth a peek from those fascinated by adventure game history. There’s an online version at the Internet Archive; at the very least it’s interesting to walk around the environment a little and see what protozoic 3rd person adventuring is like.

Posted November 19, 2020 by Jason Dyer in Interactive Fiction

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Castles of Darkness: Sounds   9 comments

I was already planning on this follow-up post to discuss the sound, but what I did not expect is what is likely the first sound-based puzzle in an adventure game. That is, a puzzle reliant on literal sound made from the computer, not as described in text.

To continue from last time, I had a key I couldn’t reach. Hidden in one of the many cracks of the rooms was a parchment that read


I originally tested this on doors (the usual use in adventure games) but I realized the locked chest might be KNOCK-able.

The chest had a METAL BAR and STRANGE RING. When you pick up the ring it is described in inventory as a RING WITH STRANGE SHAPES ON IT. The bar is described as a METER LONG BAR. (This is a general pattern of the game; the initial description of an object is less detailed than what you see when the object is being held.)

I was able to get the key with the bar (it was magnetic), which let me open a door to … a dead end.

As the game’s HELP indicates, you won’t get anywhere fighting this troll, its skin is too tough.

I was seriously baffled for long enough I pulled up the game’s hint sheet, but it led me to being even more baffled.

From the Gallery of Undiscovered Entities.

The puzzles seem to roughly be in a sequence, and the one after using the key is CAN’T STOP CLICKING NOISE? Wait, clicking noise?

I knew there was sound (I had tested it and found in combat you could hear things; video below from Highretrogamelord)…

…but the game was silent otherwise, so I had shut it off (I sometimes play in scenarios where it would be impolite to have weird booping Apple II sounds, and to be honest, I’m not wild about weird booping Apple II sounds). After you hit the dead end, and assuming you can hear the Apple II’s noises, whenever you take steps, you hear (as the hints indicate) a clicking sound.

I still was somewhat baffled, although I did find LISTEN was giving a hint. If you LISTEN normally:


If you LISTEN after the clicking starts


Even though it isn’t mentioned as inventory, you’re supposed to look in your SHOE.


Inside there was a coin. Gah!

The only reason this is semi-fair is that there was a reasonably long puzzle sequence to get to that dead end, so I knew there had to be a secret of some sort. I don’t know if I would have ever got the idea of checking clothing on my own (I had to poke at a walkthrough, it’s not even clear from the hint sheet).

The coin’s magic word (EXCELSIOR) can be used on the second castle to open it.

There are some interesting items inside, like a ENVELOPE with a PILL where the envelope indicates you should eat the pill when lightning is about to strike. There’s a strange umbrella (PROPERTY OF M. POPPINS) and a “short, flexible yew pole” (I SEE NOTCHES ON BOTH ENDS). There’s also a dartboard on a wall (I have tried to throw the pole but no dice; maybe I need to assemble a full dart with items later).

I solved one other puzzle, but I need to rewind a bit first — remember when I said VANISH worked to get rid of a wraith? That was incorrect. Even if you don’t HIT WRAITH your character still is fighting, so what happened was I tried SAY VANISH at the same time my character coincidentally hit the wraith and it ran away. On a second playthrough (I was testing things out) I didn’t have the same effect and was baffled. Whoops.

So VANISH was still in play, but I got to use it here.

You can lift the cage (there’s a rope and pulley) but the wraith kills you. If you SAY VANISH first — remember this message came from the charm — it causes your character to go invisible. (Since the game is in third-person perspective, this is done purely graphically!)

This lets you get by the cage and get stuck by a large boulder, or at least that’s where I’m stuck at the moment. It seemed like a good stopping point.

Posted November 17, 2020 by Jason Dyer in Interactive Fiction

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Castles of Darkness (1981)   3 comments

As we get deeper into adventure game history, it is harder to pick out “notable firsts”, but I think Castle of Darkness has to qualify on some level. It is the first adventure to make extensive use of animation and the first the graphically represent the player character from a third-person perspective; in other words, a direct predecessor of the entire “point-and-click” genre.

From the Gallery of Undiscovered Entities.

It is the only game by Michael Cashen, and the only product published by The Logical Choice, a store chain in Baltimore. Quoting Michael himself:

Like a lot of small computer stores, back in those days, The Logical Choice had a meeting room where we fanatics gathered and discussed various problems. A big topic was how to maximize memory (64K RAM was huge then) and I figured out how to tap into the Apple II’s graphics in ways I could get a lot of bang for the byte. Castles of Darkness grew out of those methods since I could now fit a lot of information on a 5″ floppy disk. George, the owner of The Logical Choice, contracted to publish it and had to talk me out of writing a cassette version: I felt sorry for the many who had not yet graduated to floppy disks (most owners of the first Apple II’s transferred information with a standard audio cassette – and my Apple II Plus was one of the first: it had the serial number 00109).

This is “castles” plural, so you start out in front of two of them, here to break “the curse of the Evil Wizard Grimnacht”, who has plunged the world into perpetual night and captured a princess.


While all action is viewed from a far third-person perspective, the game is not free-roaming; you still put in parser commands, and the character animates when moving around or fighting enemies. A sample:

A pickax is the only helpful item to start; on the far east you can DIG ROCKS to find a secret passage (this took about fifteen minutes of noodling to find). Inside there is an orc; combat is just a matter of KILL ORC over and over, but the animation makes the game feel slightly lively about it. I then got stuck until realizing the interface concept here: you need to often refer to directions. FEEL NORTH reveals a secret exit, and OPEN NORTH is the way to open it. (I quit in frustration at an early play-through by trying to OPEN DOOR.)

The need to feel for secret walls is extensive enough this feels slightly RPG-ish.

Also interesting is the graphical conceit: rather than each location being custom, like in the On-Line Systems games, there are a set of “standard” graphics that get mixed and matched. A sample, so you can see the re-use.

I found a charm with the message 5-26-13-18-8-19-4-12-9-16-8-18-13-12-13-22-9-12-12-14. The numbers (when matched to the alphabet backwards) spell out VANISH WORKS IN ONE ROOM. This was useful when I encountered a wraith.

Typing SAY VANISH causes the wraith to poof. I’ve also encountered a troll which I can’t put a dent in (although he’s not blocking anything, so maybe you’re just supposed to avoid him), some locked doors and a locked chest, and a key I can’t reach.

The game mentions 78 indoor rooms, and I’ve got 19, so I’m about a quarter of the way in.

Posted November 15, 2020 by Jason Dyer in Interactive Fiction

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