Retrospective: Text Adventures
Interactive Friction.
I admit it. I used to type swear words into text adventure games.
A lot of the time I wanted to see what replies the author has reserved for potty-mouthed players. It would usually be something like "How rude!" or "Wash your mouth out!" One exception was a game called Quest for the Golden Eggcup where swearing would see you thrown into "God's dungeon" from which you had to escape.
But sometimes I just couldn't help swearing. These games would drive me so mad that I'd find myself hammering out rude words without thinking. It was text adventure Tourette's and it would usually be triggered by a situation like this:
- You are on a mountain path. You can got north, south, or east. What now?
- > EAST
- You fall into a chasm. You are dead. Play again (Y/N)?
- > ARSE GRAPES
That's a particularly nasty example, though not uncommon. In text adventures, instant death was seemingly around every corner, but usually you were at least given an opportunity to save yourself. And when I say opportunity, I mean one fleeting chance to guess the correct verb-noun combination:
- You see an angry Orc. What now?
- KILL ORC
- You can't. The Orc attacks you. You are dead. Play again (Y/N)?
- > F*** OFF
Infocom's original Zork adventure was included as an easter egg in Black Ops. A bit random, that.
Hopefully you'd saved your position beforehand so you could load it back up and try to kill the Orc in a variety of ways - no doubt to discover later that it only succumbed to the jewel-encrusted dagger which you received from the local blacksmith in exchange for six magic beans and a ladle.
But even when you had as many turns as required to solve a problem, you could still spend hours searching for the exact right words to enter. Take After Shock, for example, a game from Interceptor Software set in an earthquake-ravaged city. One of the early puzzles involved draining away water by opening a sluice gate in a sewer. Having attached a handle to the gate, you were told that you couldn't turn it because the gate was rusty. No problem - you were carrying a plastic bottle filled with oil.
So let's do this. "OIL GATE". You can't do that. "OIL HANDLE". Please be more specific. "GREASE GATE". I don't understand. "POUR OIL ONTO GATE". Don't be silly.
Bite lip? BITE LIP?? HULK SMASH!!
The correct words? "LUBRICATE MECHANISM". Duh.
Some solutions required a thesaurus. Others were just plain stupid, like in the old Artic adventure Espionage Island where you had to turn off some lights; there was a handy switch, but "PRESS SWITCH" or "PUSH SWITCH" wouldn't work. Naturally you needed to "SWITCH SWITCH".
Probably the most infamous example of this was found in Adventure International's The Hulk. The game began with you as Bruce Banner, alone and tied to a chair. It was pretty obvious that in order to escape you needed to become Hulk, but how were you supposed to get angry enough to transform? "BITE LIP" of course!
Thankfully the game hinted at the answer in the manual, otherwise I'd still be stuck in that chair right now. I never got much further though. The Hulk had me beat.
With no online FAQs to read or helplines to phone, it was pretty much down to you to figure it all out. If you were horribly stuck in a certain game there was always a chance that one of the magazines like C&VG or Crash might print the solution. Sometimes they'd even share the name and address of an obliging reader who had completed the game so you could mail them for help.
I regularly called on the services of these big-hearted adventurers. I'd post off my questions and then endure an agonising wait for my self-addressed envelope to return. I sometimes even included sweets with my questions in the hope that the bribe would hasten the reply.
The thing was, whether you managed to work it out yourself or had a little help, there was no better feeling that breaking through those brick walls. You'd enter the solution and rather than the usual replies of "I don't understand" or "I can't do that", fresh new text would flood onto the screen and the game would joyously open up. Another brick wall would be just around the corner - a stinking bog or giant spider, probably - but those brief, punch-the-air moments made it all worthwhile.
Useless Thorin, sitting down and singing about gold. Again.
The more I played text adventures, the more I enjoyed them. I began to understand the mechanics behind the puzzles and recognise all of the usual clichés. If there was an old gnarled tree you climbed it. If there was suspicious-looking sand on the floor you dug it. If you found a dead person you searched their pockets. If an NPC walked off you'd follow them. If you entered a church you'd pray. If you found yourself in one of those dreaded mazes with "exits in all directions", you made a bloody map.
Sometimes examining an object wasn't sufficient - you need to examine it 'carefully'. Sometimes the only way to move forward was to actually 'wait'.
It also helped that the games themselves became more professional, with the output of British companies like Level 9, Delta 4 and Magnetic Scrolls coming to rival that of US giant Infocom. Parsers were updated to understand a wider range of commands and the overall presentation was greatly improved. New features like 'ramsave', which let you instantly store your progress in memory, removed the hassle of loading saves from tape or disk.
One of the better Adventure International games was based on the Gremlins movie.
But despite all of the fantastic commercial releases, one of the best things about text adventures is that anyone could write one. You could use one of the authoring packages like The Quill or The Graphic Adventure Creator, or even stick something together in the version of Basic that came with your computer.
You didn't need to understand sprite routines or machine code. Just an active imagination and a competent command of the English language would do.
I dabbled and finished a few of my own adventures. One was a parody of The Omen called Oh Man! in which you had to avoid all manner of overblown death scenarios. I remember it being childish and pretty terrible, but for the sake of the poor people who actually played it, I made sure of one thing - there was a suitably heartfelt response to each and every swear word.
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Comments (74) Latest comment 10 months ago
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]http://adrift.co
[/link]
Adrift is a text adventure development environment. There are other alternatives (Inform, TADS, Quest) but I honestly prefer this one.
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I distinctly remember breaking into the code of Twin Valley Kingdom on the BBC micro and rewriting the text so that it was as stupid and obscene as my 12 year old mind could make it. Then laughing myself to tears while my friends tried to play it. Modern games could use a bit of that I think
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I acquired my first computer - a rubber keyed Spectrum 48 - on Christmas Day in 1984 so I remember text adventures well. Urban Upstart transported you with a foreboding sense of doom to almost any inner city estate of the 80s while Sherlock conjured a wonderful impression of London in the 19th century. Who didn't enjoy hailing a hansom cab ("hail cab"
I, too, made my own adventure in The Quill although I wasn't capable enough to use its counterpart, The Illustrator. But the adventure worked, nonetheless, and it was the first text adventure I successfully completed. Gold star for me.
On a final note, the graphics in the latter day of text adventures became amazing for the time. Anyone remember first seeing screenshots for Magnetic Scrolls' The Pawn? Breathtaking.
Thank you for the trip down memory lane.
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I also remember playing the official V game later on the C64 too, but that wasn't a text adventure.
http://www.mobygames.com/game/v
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I never had any other text adventures (although in the last few years I've started playing "interactive fiction", as it's now called), and yet because of that one game it feels like they played a huge part in my early childhood. I know I would have taken a lot longer to learn how to read, and spell, and so on if it wasn't for text adventures. And they say that games are no good for kids.
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The quill and the illustrator software packages enabled so many people to create their own (be them good or bad) and as much as I was never able to create anything worthwhile with them , they were the mod tools of their day.
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I too struggled with The Hulk. I seem to remember ants and a use of wax cropped up. Most likely that was as far as I got before giving up. 10 Little Indians, Sherlock, Invincible Island.... Ah. We had a small group within the scoop computer club that would share adventuring tips and it would sometimes get quite competitive in racing through a game.
I carried on into the 16bit era (ST) with Mindshadow, Tass Times in Tone Town and others using various WIMP controls, but retained my love for simple textual pleasures such as The Lurking Horror and Leather Goddesses of Phobos
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A weapon is a kind of thing. it can be blunt or sharp.
Crushing is an action applying to one visible thing. Understand "crush [something]" as crushing.
Slashing is an action applying to one visible thing. Understand "slash [something]" and "cut [something]" as slashing.
Check crushing: if a blunt weapon is not carried by the player, say "Curses! No blunt weapon!" instead.
Check slashing: if a sharp weapon is not carried by the player, say "Curses! No sharp weapon!" instead.
Report crushing: say "*SLAM* You squish [the noun]!"
Report slashing: say "*SLASH* You eviscerate [the noun]!"
Report crushing or slashing: now all remains carried by the noun is in the location; remove the noun from play.
See? All programming languages should be that readable.
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when i bought my Spectrum 48k my first ever game was Flight Simulator which was quickly shelved for Jet Pac and my love affair with gaming began.
seems a lifetime ago. scary how time passes so quickly.
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My favourite obtuse answer was in AI's Spiderman game. Trapped in a broken air vent which was steadily filling with gas what was Spidy supposed to do? >HYPERVENTILTE of course.
I got that one from Derek Brewster's column in Crash or I'd still be stuck there now. As opposed to being stuck in the very next room. Which I am.
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Later liked Magnetic Scrolls games, although wonder if some of that was down to their "wow" graphics as well as textual challenges.
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'The bear shambles into you. You are dead.'
With a lack of mobile BBC Micro emulators, I wish I could get it converted to Z-code format; so that I can play it on Twisty, a rather good Android text adventure app.
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There were loads back in the early days, Planet of Death, Inca Curse, Ship of Doom, Espionage Island were ones I remember playing. There was That's The Spirit, which was by The Edge (of Tim Langdell fame) which actually faked a reset if you repeatedly typed in swear words. Not that I'd do that. Honest!
I remember a particularly great one, Robin of Sherwood I think it was called, or there was a really imaginative one, which I actually finished, Hampstead which I remember it having a bizarre rant about a "Lathe Bracket" (Why do I remember this stuff?)
However, I think my all time favourite one was a budget release called Rigel's Revenge which was in two halves, each on one side of a cassette. I remember being stuck for ages at a particular instant death scene at the start of side two for ages.
Then the Amiga game, with it's tantalising screenshots of the Magnetic Scrolls adventures. Good times.
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Edit - oh, and the BBC educational adventure was probably "L, a Mathemagical Adventure" or perhaps the "Dust" Trilogy or even Granny's Garden (the latter two had graphics). L was tough but fair, and an *excellent* adventure regardless of its educational pedigree. I think there's a wikipedia entry or other website for it - I was looking into it last year.
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Oh, you did. Never mind then. A shame though, as they were a big deal. A lot of one- and two-man outfits got games out to a real audience because of them, and there were some tremendous stories among them (Crack City and Agatha's Folly spring to mind as personal favourites).
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Tried it on a C64 emulator a while back....damn thing had me pulling my hair out in frustration, amazing the patience you have as a youngster...some things should remain in the past, nostalgia is a cruel mistress.
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I had space odyssey on the plus 4. Alas I never got very far. Icicle Works was better for a 5 year old.
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I also remember the feeling of "betrayal" I felt when King's Quest abandoned the typing and implemented the standard Monkey Island button commands. :-/
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I remember them well - it could have been:
Grannys garden
Geordie racer
Dinosaur discovery
They were the ones we had at school anyway. I'm old as fuck, sigh. Well - 30.
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Snowball I was completely hopeless at and didn't have a clue what I was doing. In Lords of Time I got right to the end and then couldn't figure out the last section. There was a door I couldn't open.
These were all on the old BBCs.
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Zork I: The Great Underground Empire
Zork II: The Wizard of Frobozz
Zork III: The Dungeon Master
Zork: The Undiscovered Underground
Enchanter
Seastalker
Sorcerer
Spellbreaker
Wishbringer
Starcross
Suspended
Planetfall
The Hitchhiker's Guide to the Galaxy
Stationfall
Deadline
The Witness
Leather Goddesses of Phobos
The Lurking Horror
NOTICE. Requires Java.
[link url=http://pot.home.xs4all.nl/infocom/
]http://pot.home.xs4all.nl/infocom/
[/link]
/ Ken
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'Pwn Orc with hammr...lolz'
There were some great satirical releases - 'Bored Of The Rings' and one about Norman Tebbit spring to mind..can't remember it's name..! I still have The Pawn and Guild Of Thieves sitting around somewhere...those graphics seemed incredible when I was fourteen!
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I've just spent a few minutes playing on Guild of Thieves through Java from here:
[link url=http://msmemorial.if-legends.org/memorial.php
]http://msmemorial.if-legends.org/memoria...[/link]
The parser seems surprisingly good, still.
That's the only adventure I paid for I think, the others came bundled with my second-hand Amstrad...I'll never forget rubbing the succulents on my feet to get across the hot coals (unless it's something I dreamed up - hope not, as that memory's followed me for over twenty years!)
I had The Hobbit, but could never get through the mountains near the start. Brutal stuff. Also the spoof The Boggit, but I couldn't dream up the right combinations of surreal toilet humour-based commands to get anywhere in that one either.
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10 Input "You are in a cave, paths go to the north, east, south and west. What would you like to do?" as A$
20 Goto 10
It took her hours and a fair amount of paper to work out I had pulled a prank. Me encouraging her with "not far now" probably didn't help.
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Anyone with an iPhone, get Frotz for it (it's free) it includes a lot of modern games and the M.I.T. recoding of Zork.
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There was one bit where you had to get through a cargo hold(or something) without running out of air, a certain number of moves and you were dead. I spent ages trying this and just couldnt do it, then by some fluke I worked out how to get through by going backwards.
Only text but in my young mind I was on that spaceship.
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still interesting game concept. ^^
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Interestingly, for me at least, I met Mike Austin on a professional level a few years back. He was writing commercial email broadcasting software in Southampton.
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Games by artic computing, text adventures called inca curse and ship of doom.
The hobbit on the spectrum is the one i probably remember with the most nostalgia when looking back.
Of course i remember all the infocom and level 9 adventure games but i really had a soft spot for 'Jinxter' on the amiga by magnetic scrolls.
It just had a wacky feel to it.
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Except for Magnetic Scrolls and Infocom, most publishers didn't put much effort into the development of their text parsers. Adventure International, Level 9 and even Sierra were some of the worst offenders in that respect, and it somehow contributed in tarnishing the reputation of the genre. It's also interesting to note that text adventures didn't easily adapt to languages other than English, which explain why the few games available in my language (French) all had terrible text parsers.
Most people will agree that Magnetic and Infocom produced some of the very best commercial adventures. Yet my favourite publisher was without a doubt Legend Entertainment. They struck a happy medium between a superb text parser and wonderful audiovisual resources. Their MT-32 soundtracks litterally amped up the atmosphere.
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The one puzzle solution I remember being furious at was:
'Place plant pot plant in plant pot.'
I dont remember the game, but I had to wait until CVGA monthly computer magazine in the UK came out for the walkthrough.
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[link url=http://en.wikipedia.org/wiki/The_Hobbit_(1982_video_game)
]http://en.wikipedia.org/wiki/The_Hobbit_...[/link]
It was a masterpiece and lightyears away from the static / linear 'find the exact word' monstrosities that characterised the genre. Unfortunately the writers went further and further backwards with every game that followed. Sherlock was responsible for introducing the essential adverb ('examine closely') and the 'Lord of the Rings' games following were terrible rush jobs. Whatever happened to Phillip Mitchell?
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Coprolalia/coprographia and Tourette's aren't the same thing, under 15% of Tourette's sufferers exhibit signs of compulsive profanity.
I loved the Infocom text adventures especially the original Zork trilogy. Stationfall, Planetfall and Hitch-Hikers Guide to the Galaxy were also favourites. Not forgetting Lurking Horror with it's excellent use of atmospheric sound samples on the Amiga.
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Similarly, Magnetic Scrolls' games actually featured an in-built hint system; you'd type some codes in from the manual and it would display a helpful message.
I have many happy memories of playing adventure games. My mate and I used to play The Hobbit after school and managed to complete it. There was much caving in of skulls and escaping in barrels.
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[link url=http://eblong.com/zarf/if.html
]http://eblong.com/zarf/if.html
[/link]
With some links to other 'recommended IF' and a cheat sheet for those new to the genre.
Also, if we're talking interpreters, TADS is my favourite. It's easy to learn and rather powerful, and there's a great community out there if you need help.
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That's pretty hilarious. He's not just the Incredible Hulk, but the Incredible Hulk (tm)..
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The only other ones that stands out for me are Sherlock (Melbourne House) and Guild of Thieves (Magnetic Scrolls).
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I dont remember the game, but I had to wait until CVGA monthly computer magazine in the UK came out for the walkthrough.
Sure you're remembering that right? I seem to recall that phrase was used in all the Magnetic Scrolls game manuals as an example of their powerful parser.
The syntax was: Plant pot plant in plant pot.
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By return I got an A4 envelope containing a complete walkthrough of the whole game!
Glory days, sometimes it's not just the nostalgia talking!
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It was a truly magnificent moment in video game adventures and should have reinvented how text adventures were played - it was almost like playing a book!
But then, text adventures went out of fashion at the same time and I think I was the only person to every play it!!
Pick it up on emu if you can - it's worth it!!
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[link url=http://en.wikipedia.org/wiki/ID_(video_game)
]http://en.wikipedia.org/wiki/ID_(video_g...[/link]
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Fish was good fun too, think it had a similar interface to Wonderland but it was so long ago my memory is a bit shady to say the least.
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That just brought back so many memories, right there.
The Hobbit, the (hilarious) Bored of the Rings, Gremlins, Quill & GAC - good days!
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I had completely and utterly forgotten about The Incredible Hulk and it brought back a flood of memories.
I moved on from puzzle solving adventures for a few years - and then Indiana Jones and the fate of atlantis, Monkey Island 1 and 2 came along and I don't think I played a text adventure again
Lest we forget.